forked from Brabb3l/UtilityMod
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathEvents.h
More file actions
26 lines (23 loc) · 1.88 KB
/
Events.h
File metadata and controls
26 lines (23 loc) · 1.88 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
#pragma once
#include <string>
#include <ModReturns.h>
#include "ExampleMod.h"
class Events {
public:
static bool FirstCall;
static void GetMessage(SML::ModReturns * returns, void * player, std::string message);
static void OnKeyInput(SML::ModReturns* returns, void* input, void* key, void* event, float amountDepressed, bool gamepad);
static void OnTakeDamage(SML::ModReturns* returns, void* healthComponent, void* damagedActor, float damageAmount, void* damageType, void* instigatedBy, void* damageCauser);
static void WorldInit(SML::ModReturns* returns, void* controller);
static void WireConnect(SML::ModReturns* returns, void* wire, void* first, void* second);
static void BuildableSetResourceNode(SML::ModReturns* returns, void* buildable, void* node);
static void ResourceNodeIsOccupied(SML::ModReturns* returns, void* node);
static void CanConstructHologram(SML::ModReturns* returns, void* hologram);
static void Tick(SML::ModReturns* returns, void* world, void* TickType, float DeltaSeconds);
static void OnLoadObject(SML::ModReturns* returns, FString* PathName, PVOID funcpointer);
static void OnDrawHUD(SML::ModReturns * returns, void * hudptr);
static void ServerMove_Validate(SML::ModReturns * returns, void *movecomp, float ClientTimeStamp, float DeltaTime, void *Accel, void *RelativeClientLoc, void *ClientMovementBase, void* ClientBaseBoneName, char ClientMovementMode);
static void ServerCheckClientError(SML::ModReturns * returns, void * movecomp, float ClientTimeStamp, float DeltaTime, void * Accel, void * ClientWorldLocation, void * RelativeClientLocation, void * ClientMovementBase, void * ClientBaseBoneName, char ClientMovementMode);
static void WorkBenchCanProduce(SML::ModReturns * returns, void * workbench, void * recipe, void * inventory);
static void PawnAddMovementInput(SML::ModReturns * returns, void * pawn, void * WorldDirection, float ScaleValue, bool bForce);
};