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