#pragma once #include "CoreMinimal.h" #include "GameFramework/CheatManager.h" #include "CheatEventDelegate.h" #include "Templates/SubclassOf.h" #include "FSDCheatManager.generated.h" class AActor; class AFSDAIController; class APawn; class APlayerCharacter; class UBaseCritterDescriptor; class UEnemyDescriptor; class UItemID; class UObject; class UPlayerCharacterID; class UResourceData; UCLASS(Blueprintable) class FSD_API UFSDCheatManager : public UCheatManager { GENERATED_BODY() public: protected: UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) int32 RoomJumpCount; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) float PreviousMaxDistanceBeforeCleanup; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool UnlimitedScoutFlareDuration; UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true)) FCheatEvent ToggleHoopGameMovement; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) AActor* SpawnPosMarker; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool EscortShowSmartRockDebug; UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true)) bool IsUsingSavedCheats; public: UFSDCheatManager(); UFUNCTION(BlueprintCallable) void SwitchCharacter(UPlayerCharacterID* characterID); UFUNCTION(BlueprintCallable) void SpawnEnemies(UEnemyDescriptor* descriptor, int32 Count); UFUNCTION(BlueprintCallable) void SpawnCritters(UBaseCritterDescriptor* descriptor, int32 Count); UFUNCTION(BlueprintCallable, Exec) void SpawnBosco(TSoftClassPtr droneClass, TSubclassOf aControllerClass); UFUNCTION(BlueprintCallable, Exec) void ShowTutorialDebug(); UFUNCTION(BlueprintCallable) void SetStandingDown(bool standingDown); UFUNCTION(BlueprintCallable) void SetSpawnEnemies(bool NewSpawnEnemies); protected: UFUNCTION(BlueprintCallable) static bool SetSavedCheatValue(const FName CheatName, const int32& ValueToSet); public: UFUNCTION(BlueprintCallable) void SetQuadPickAxe(bool quad); UFUNCTION(BlueprintCallable) void SetHUDVisible(bool ShowHUD); UFUNCTION(BlueprintCallable) void SetGodMode(bool God); UFUNCTION(BlueprintCallable) void SetFastMovement(bool fast); UFUNCTION(BlueprintCallable, Reliable, Server) void Server_Refresh_Daily_Special(int32 Index); UFUNCTION(BlueprintCallable, Exec) void ResetTutorials(); UFUNCTION(BlueprintCallable, Exec) void ResetSpacerigIntroMessage(); UFUNCTION(BlueprintCallable, Exec) void R_RemoveResources(int32 Number); UFUNCTION(BlueprintCallable, Exec) void R_RemoveCredits(int32 Number); UFUNCTION(BlueprintCallable, Exec) void R_RemoveCraftingResource(int32 Amount, int32 Type); UFUNCTION(BlueprintCallable, Exec) void R_AddSeasonToken(int32 Number); UFUNCTION(BlueprintCallable, Exec) void R_AddResources_Player(float Number); UFUNCTION(BlueprintCallable, Exec) void R_AddResources(float Number); UFUNCTION(BlueprintCallable, Exec) void R_AddPerkPoints(int32 Amount); UFUNCTION(BlueprintCallable, Exec) void R_AddNitra(float Amount); UFUNCTION(BlueprintCallable, Exec) void R_AddMorkite(float Amount); UFUNCTION(BlueprintCallable, Exec) void R_AddMatrixCores(int32 Number); UFUNCTION(BlueprintCallable, Exec) void R_AddHollomite(float Amount); UFUNCTION(BlueprintCallable, Exec) void R_AddGold(float Amount); UFUNCTION(BlueprintCallable, Exec) void R_AddDystrum(float Amount); UFUNCTION(BlueprintCallable, Exec) void R_AddCredits(int32 Number); UFUNCTION(BlueprintCallable, Exec) void R_AddCraftingResource(int32 Amount, int32 Type); UFUNCTION(BlueprintCallable, Exec) void R_Add_Phazyonite(int32 Amount); UFUNCTION(BlueprintCallable, Exec) void R_Add_BitterGem(int32 Amount); UFUNCTION(BlueprintCallable, Exec) void R_Add_Aquarq(int32 Amount); UFUNCTION(BlueprintCallable) bool IsInGodMode(); UFUNCTION(BlueprintCallable, BlueprintPure) bool IsFlyModeActive() const; UFUNCTION(BlueprintCallable, BlueprintPure) bool IsFastMovementActive() const; protected: UFUNCTION(BlueprintCallable) static bool GetSavedCheatValue(const FName CheatName, int32& ValueToGet); public: UFUNCTION(BlueprintCallable) void GetListOfRoomNames(TArray& roomNames); UFUNCTION(BlueprintCallable) void DestroyAllInstances(TSubclassOf destroy); UFUNCTION(BlueprintCallable, Exec) void D_Rejoin_RestoreState(); UFUNCTION(BlueprintCallable, Exec) void D_MovieModeStartWithCameraShake(bool Value); UFUNCTION(BlueprintCallable, Exec) void D_MovieModeStartAtOrigin(bool Value); UFUNCTION(BlueprintCallable, Exec) void D_EnableMovieModeInSpacerig(bool Value); UFUNCTION(BlueprintCallable, Exec) void D_EnableMovieMode(bool Value); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObjectm")) static void Cheat_UnlockWeapon(UObject* WorldContextObjectm, UItemID* ItemID); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static void Cheat_UnlockAllWeapons(UObject* WorldContextObject); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static void Cheat_UnlockAllUpgrades(UObject* WorldContextObject); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static void Cheat_UnlockAll_Poses(UObject* WorldContextObject); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static void Cheat_UnlockAll_Beers(UObject* WorldContextObject); UFUNCTION(BlueprintCallable) void Cheat_SetSpawnPosMarker(AActor* Actor); UFUNCTION(BlueprintCallable, Reliable, Server) void Cheat_SetHealth(float newHealthValue, APlayerCharacter* Player); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static void Cheat_Schematic_UnlockAll(UObject* WorldContextObject); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static void Cheat_Schematic_ResetAll(UObject* WorldContextObject); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static void Cheat_Schematic_GiveRandom(UObject* WorldContextObject); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static void Cheat_Schematic_ForgeAll(UObject* WorldContextObject); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static void Cheat_Resources(UObject* WorldContextObject, float Amount); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static void Cheat_ResetEquippedUpgrades(UObject* WorldContextObject); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static void Cheat_RemoveResources(UObject* WorldContextObject, int32 Amount); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static void Cheat_PickAxeVanity_UnlockAll(UObject* WorldContextObject); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static void Cheat_PickAxeVanity_ResetAll(UObject* WorldContextObject); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static void Cheat_MinersManual_ShowAll(UObject* WorldContextObject); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static void Cheat_GenerateNewMissionSeed(UObject* WorldContextObject, bool Enabled); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static void Cheat_ForceTreasure(UObject* WorldContextObject); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static void Cheat_ForceLostPack(UObject* WorldContextObject); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static void Cheat_DeepDives_Refresh(UObject* WorldContextObject); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static void Cheat_Campaign_Complete(UObject* WorldContextObject); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static void Cheat_Campaign_Advance(UObject* WorldContextObject); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static void Cheat_AddXP(UObject* WorldContextObject, int32 Amount); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static void Cheat_AddPerkPoints(UObject* WorldContextObject, int32 Amount); UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject")) static void Cheat_AddCredits(UObject* WorldContextObject, int32 Amount); UFUNCTION(BlueprintCallable, Exec) void C_Windows_PrintStack() const; UFUNCTION(BlueprintCallable, Exec) void C_Windows_CloseAll() const; UFUNCTION(BlueprintCallable, Exec) void C_VanityMasteryResetXP(); UFUNCTION(BlueprintCallable, Exec) void C_VanityMasteryAddXP(int32 Number); UFUNCTION(BlueprintCallable, Exec) void C_UnlockOverclocking(); UFUNCTION(BlueprintCallable, Exec) void C_UnlockAll_WeaponUpgrades(); UFUNCTION(BlueprintCallable, Exec) void C_UnlockAll_WeaponSkins_Paintjobs(); UFUNCTION(BlueprintCallable, Exec) void C_UnlockAll_WeaponSkins_Frameworks(); UFUNCTION(BlueprintCallable, Exec) void C_UnlockAll_WeaponSkins(); UFUNCTION(BlueprintCallable, Exec) void C_UnlockAll_Weapons(); UFUNCTION(BlueprintCallable, Exec) void C_UnlockAll_StoreVanity(); UFUNCTION(BlueprintCallable, Exec) void C_UnlockAll_Poses_ForAll(); UFUNCTION(BlueprintCallable, Exec) void C_UnlockAll_Poses(); UFUNCTION(BlueprintCallable, Exec) void C_UnlockAll_PickaxeParts(); UFUNCTION(BlueprintCallable, Exec) void C_UnlockAll_Perks(); UFUNCTION(BlueprintCallable, Exec) void C_UnlockAll_Drinks(); UFUNCTION(BlueprintCallable, Exec) void C_UnlockAll_Beers(); UFUNCTION(BlueprintCallable, Exec) void C_UnlockAll_ArmorMats(); UFUNCTION(BlueprintCallable, Exec) void C_UnlockAll(); UFUNCTION(BlueprintCallable, Exec) void C_Unlock_Facility(); UFUNCTION(BlueprintCallable, Exec) void C_Treasures_Track(int32 Mode); UFUNCTION(BlueprintCallable, Exec) void C_Treasures_Reward(int32 Count); UFUNCTION(BlueprintCallable, Exec) void C_ToggleHoopGameMovement(); UFUNCTION(BlueprintCallable, Exec) void C_ToggleFadingEnabled(); UFUNCTION(BlueprintCallable, Exec) void C_ToggleFadingDebug(); UFUNCTION(BlueprintCallable, Exec) void C_ToggleCanShowBlood(); UFUNCTION(BlueprintCallable, Exec) void C_StopMovement(bool shouldMove); UFUNCTION(BlueprintCallable, Exec) void C_SpawnScriptedWaveIndex(int32 Index); UFUNCTION(BlueprintCallable, Exec) void C_SpawnScriptedWave(); UFUNCTION(BlueprintCallable, Exec) void C_SpawnNormalWave(); UFUNCTION(BlueprintCallable, Exec) void C_SpawnEvenRewarder(); UFUNCTION(BlueprintCallable, Exec) void C_SpawnBarrelOnPlayer(int32 Amount); UFUNCTION(BlueprintCallable, Exec) void C_SpawnAllParticles(); UFUNCTION(BlueprintCallable, Exec) void C_SetUseSavedCheatsByDefault(bool useSavedCheats); UFUNCTION(BlueprintCallable, Exec) void C_SetTestMission(int32 missionIndex); UFUNCTION(BlueprintCallable, Exec) void C_SetTestingCharacter(UPlayerCharacterID* characterID); UFUNCTION(BlueprintCallable, Exec) void C_SetSavedCheats(); UFUNCTION(BlueprintCallable, Exec) void C_SetPlayers(int32 Number); UFUNCTION(BlueprintCallable, Exec) void C_SetInstantUsables(bool Value); UFUNCTION(BlueprintCallable, Exec) void C_SetHealth(float Health); UFUNCTION(BlueprintCallable, Exec) void C_SetFlyMode(bool flyEnabled); UFUNCTION(BlueprintCallable, Exec) void C_SetFastFlares(); UFUNCTION(BlueprintCallable, Exec) void C_SetEnglish(int32 Val); UFUNCTION(BlueprintCallable, Exec) void C_SetDancing(bool shouldDance); UFUNCTION(BlueprintCallable, Exec) void C_SetAmmoCostEnabled(bool Enabled); UFUNCTION(BlueprintCallable, Exec) void C_Seasons_ResetXP(); UFUNCTION(BlueprintCallable, Exec) void C_Seasons_ResetTreeOfVanity(); UFUNCTION(BlueprintCallable, Exec) void C_Seasons_ResetToken(); UFUNCTION(BlueprintCallable, Exec) void C_Seasons_ResetReroll(); UFUNCTION(BlueprintCallable, Exec) void C_Seasons_ResetPlagueHeartsCollected(); UFUNCTION(BlueprintCallable, Exec) void C_Seasons_IncrementChallenge(int32 Index); UFUNCTION(BlueprintCallable, Exec) void C_Seasons_CompleteScripChallenge(int32 Number); UFUNCTION(BlueprintCallable, Exec) void C_Seasons_ClearChallenges(); UFUNCTION(BlueprintCallable, Exec) void C_Seasons_ClearAllProgress(); UFUNCTION(BlueprintCallable, Exec) void C_Seasons_AddXP(int32 Number); UFUNCTION(BlueprintCallable, Exec) void C_Seasons_AddHeartsCollecdted(int32 Number); UFUNCTION(BlueprintCallable, Exec) void C_Seasons_AddChallenge(); UFUNCTION(BlueprintCallable, Exec) void C_ScoutFlareInfiniteDuration(bool Enabled); UFUNCTION(BlueprintCallable, Exec) void C_Schematics_UnlockAll(); UFUNCTION(BlueprintCallable, Exec) void C_Schematics_ResetAll(); UFUNCTION(BlueprintCallable, Exec) void C_Schematics_ForgeAll(); UFUNCTION(BlueprintCallable, Exec) void C_Schematics_ClearHasSeenFirstMessage(); UFUNCTION(BlueprintCallable, Exec) void C_Schematic_GiveRandom(); UFUNCTION(BlueprintCallable, Exec) void C_Salvage_FixMiniMules(); UFUNCTION(BlueprintCallable, Exec) void C_Revive(); UFUNCTION(BlueprintCallable, Exec) void C_Resupply(); UFUNCTION(BlueprintCallable, Exec) void C_ResetSteamAchievementStats(); UFUNCTION(BlueprintCallable, Exec) void C_ResetForgingXP(); UFUNCTION(BlueprintCallable, Exec) void C_ResetCheatedResources(int32 newAmount); UFUNCTION(BlueprintCallable, Exec) void C_ResetAll_Vanity(); UFUNCTION(BlueprintCallable, Exec) void C_ResetAchievements(); UFUNCTION(BlueprintCallable, Exec) void C_Reset_YearTwoGifts(); UFUNCTION(BlueprintCallable, Exec) void C_Reset_WeaponSkinsAndUpgrades(); UFUNCTION(BlueprintCallable, Exec) void C_Reset_WeaponSkins_Paintjobs(); UFUNCTION(BlueprintCallable, Exec) void C_Reset_WeaponSkins_Framworks(); UFUNCTION(BlueprintCallable, Exec) void C_Reset_WeaponSkins(); UFUNCTION(BlueprintCallable, Exec) void C_Reset_Poses(); UFUNCTION(BlueprintCallable, Exec) void C_Reset_PickaxeParts(); UFUNCTION(BlueprintCallable, Exec) void C_Reset_Perks(); UFUNCTION(BlueprintCallable, Exec) void C_Reset_MinersManual(); UFUNCTION(BlueprintCallable, Exec) void C_Reset_EnemyKillCount(); UFUNCTION(BlueprintCallable, Exec) void C_Reset_Drinks(); UFUNCTION(BlueprintCallable, Exec) void C_RemovePlayerRanks(int32 Number); UFUNCTION(BlueprintCallable, Exec) void C_RemoveAllWidgets(); UFUNCTION(BlueprintCallable, Exec) void C_RefreshDailyDeal(int32 Seed); UFUNCTION(BlueprintCallable, Exec) void C_Refresh_Daily_Special(int32 Index); UFUNCTION(BlueprintCallable, Exec) void C_Refinery_BreakPipes(); UFUNCTION(BlueprintCallable, Exec) void C_RecordMode(); UFUNCTION(BlueprintCallable) void C_Promotion_SetLevelSpecific(APlayerCharacter* onCharacter, int32 Number); UFUNCTION(BlueprintCallable, Exec) void C_Promotion_SetLevel(int32 Number); UFUNCTION(BlueprintCallable, Exec) void C_Promotion_SetCampaignComplete(); UFUNCTION(BlueprintCallable, Exec) void C_Promotion_ClearRewardsSeen(); UFUNCTION(BlueprintCallable, Exec) void C_ProjectileDrawPaths(); UFUNCTION(BlueprintCallable, Exec) void C_ProjectileDebugPrintToggle(); UFUNCTION(BlueprintCallable, Exec) void C_PrintLoadout(); UFUNCTION(BlueprintCallable, Exec) void C_PlayNewMusic(int32 songIndex) const; UFUNCTION(BlueprintCallable, Exec) void C_MissionMap_TestDistribution(); UFUNCTION(BlueprintCallable, Exec) void C_MissionMap_Rotate(); UFUNCTION(BlueprintCallable, Exec) void C_MissionMap_ForceWarning(int32 Index); UFUNCTION(BlueprintCallable, Exec) void C_MissionMap_ForceAnomaly(int32 Index); UFUNCTION(BlueprintCallable, Exec) void C_MissionMap_DoubleWarning(int32 indexA, int32 indexB); UFUNCTION(BlueprintCallable, Exec) void C_MissionMap_AutoRotate(bool Enabled); UFUNCTION(BlueprintCallable, Exec, meta=(WorldContext="WorldContextObject")) void C_MinersManual_EnableWorkInProgress(UObject* WorldContextObject); UFUNCTION(BlueprintCallable, Exec) void C_MachineEvents_Track(bool Track); UFUNCTION(BlueprintCallable, Exec) void C_MachineEvents_FinishCurrent(); UFUNCTION(BlueprintCallable, Exec) void C_LevelUpCharacter(int32 Amount); UFUNCTION(BlueprintCallable, Exec) void C_KillTeam(); UFUNCTION(BlueprintCallable, Exec) void C_KillPlayer(); UFUNCTION(BlueprintCallable, Exec) void C_KillAllFriendly(); UFUNCTION(BlueprintCallable, Exec) void C_KillAll(); UFUNCTION(BlueprintCallable, Exec) void C_JumpToNextRoom(); UFUNCTION(BlueprintCallable, Exec) void C_JetBoots_Enable(); UFUNCTION(BlueprintCallable, Exec) void C_Intoxication_SetAll(int32 Percent); UFUNCTION(BlueprintCallable, Exec) void C_Intoxication_Set(int32 Percent); UFUNCTION(BlueprintCallable, Exec) void C_IncrementAllMissionStats(int32 Amount); UFUNCTION(BlueprintCallable, Exec) void C_IncreasePlagueInfection(float Increment); UFUNCTION(BlueprintCallable, Exec) void C_GodMode(int32 forceEnable); UFUNCTION(BlueprintCallable, Exec) void C_GiveAllGenericHeroItems(); UFUNCTION(BlueprintCallable, Exec) void C_GameDLC_ResetAnnouncements(); UFUNCTION(BlueprintCallable, Exec) void C_FSDEvent_SetDebugEvent(const FString& EventName); UFUNCTION(BlueprintCallable, Exec) void C_FSDEvent_ListEvents(); UFUNCTION(BlueprintCallable, Exec) void C_FSDEvent_ClearSeenRewards(); UFUNCTION(BlueprintCallable, Exec) void C_ForceCrash(); UFUNCTION(BlueprintCallable, Exec) void C_FixedPLSSeed(int32 Seed); UFUNCTION(BlueprintCallable, Exec) void C_FixedMissionSeed(int32 Seed); UFUNCTION(BlueprintCallable, Exec) void C_FailMission(); UFUNCTION(BlueprintCallable, Exec, meta=(WorldContext="WorldContextObject")) static void C_FadeFromBlack(UObject* WorldContextObject); UFUNCTION(BlueprintCallable, Exec) void C_Facility_SpawnDataCore(); UFUNCTION(BlueprintCallable, Exec) void C_Facility_DisableShields(); UFUNCTION(BlueprintCallable, Exec) void C_Escort_ShowSmartRockDebug(bool shouldShow); UFUNCTION(BlueprintCallable, Exec, meta=(WorldContext="WorldContextObject")) void C_Escort_SetMuleSpeed(UObject* WorldContextObject, float Speed); UFUNCTION(BlueprintCallable, Exec, meta=(WorldContext="WorldContextObject")) void C_Escort_JumpToNextPhase(UObject* WorldContextObject); UFUNCTION(BlueprintCallable, Exec) void C_Escort_AddOilShale(int32 Number); UFUNCTION(BlueprintCallable, Exec) void C_DLC_ClearAnnounced(); UFUNCTION(BlueprintCallable, Exec) void C_DisableBackendEvents(); UFUNCTION(BlueprintCallable, Exec) void C_DeepDives_UnlockAll(); UFUNCTION(BlueprintCallable, Exec) void C_DeepDives_SetSeed(int32 Seed); UFUNCTION(BlueprintCallable, Exec) void C_DeepDives_Reset(); UFUNCTION(BlueprintCallable, Exec) void C_DeepDives_Refresh(); UFUNCTION(BlueprintCallable, Exec) void C_DeepDives_List(); UFUNCTION(BlueprintCallable, Exec) void C_CompleteObjectives(); UFUNCTION(BlueprintCallable, Exec) void C_CompleteMission(); UFUNCTION(BlueprintCallable, Exec) void C_ClearAllMissionStats(); UFUNCTION(BlueprintCallable, Exec) void C_ClearAllMilestones(); UFUNCTION(BlueprintCallable, Exec) void C_Campaign_ResetProgress(); UFUNCTION(BlueprintCallable, Exec) void C_Campaign_ResetCompleted(); UFUNCTION(BlueprintCallable, Exec) void C_Campaign_CompleteMain(); UFUNCTION(BlueprintCallable, Exec) void C_Campaign_CompleteCurrent(); UFUNCTION(BlueprintCallable, Exec) void C_Campaign_Advance(); UFUNCTION(BlueprintCallable, Exec) void C_AddXP(int32 Number); UFUNCTION(BlueprintCallable, Exec) void C_AddUncappedXP(int32 Amount); UFUNCTION(BlueprintCallable, Exec) void C_AddForgingXP(int32 Number); UFUNCTION(BlueprintCallable) void AddResourceToTeamDeposit(UResourceData* Resource, float Amount); };