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Add universal snapturn option; add get/set control rotation to contro…
…ller class
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Original file line number | Diff line number | Diff line change |
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@@ -1,7 +1,60 @@ | ||
#include <vector> | ||
#include "UObjectArray.hpp" | ||
#include "ScriptVector.hpp" | ||
#include "ScriptRotator.hpp" | ||
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#include "APlayerController.hpp" | ||
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namespace sdk { | ||
UClass* AController::static_class() { | ||
return sdk::find_uobject<UClass>(L"Class /Script/Engine.Controller"); | ||
} | ||
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void AController::set_control_rotation(const glm::vec3& newrotation) { | ||
static const auto func = static_class()->find_function(L"SetControlRotation"); | ||
const auto frotator = sdk::ScriptRotator::static_struct(); | ||
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const auto is_ue5 = frotator->get_struct_size() == sizeof(glm::vec<3, double>); | ||
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// Need to dynamically allocate the params because of unknown FRotator size | ||
std::vector<uint8_t> params{}; | ||
// add a vec3 | ||
if (!is_ue5) { | ||
params.insert(params.end(), (uint8_t*)&newrotation, (uint8_t*)&newrotation + sizeof(glm::vec3)); | ||
} else { | ||
glm::vec<3, double> rot = newrotation; | ||
params.insert(params.end(), (uint8_t*)&rot, (uint8_t*)&rot + sizeof(glm::vec<3, double>)); | ||
} | ||
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this->process_event(func, params.data()); | ||
} | ||
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glm::vec3 AController::get_control_rotation() { | ||
static const auto func = static_class()->find_function(L"GetControlRotation"); | ||
const auto frotator = sdk::ScriptVector::static_struct(); | ||
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const auto is_ue5 = frotator->get_struct_size() == sizeof(glm::vec<3, double>); | ||
std::vector<uint8_t> params{}; | ||
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// add a vec3 | ||
if (!is_ue5) { | ||
params.insert(params.end(), sizeof(glm::vec3), 0); | ||
} else { | ||
params.insert(params.end(), sizeof(glm::vec<3, double>), 0); | ||
} | ||
this->process_event(func, params.data()); | ||
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if (!is_ue5) { | ||
return *(glm::vec3*)params.data(); | ||
} | ||
return *(glm::vec<3, double>*)params.data(); | ||
} | ||
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UClass* APlayerController::static_class() { | ||
return sdk::find_uobject<UClass>(L"Class /Script/Engine.PlayerController"); | ||
} | ||
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APawn* APlayerController::get_acknowledged_pawn() const { | ||
return get_property<APawn*>(L"AcknowledgedPawn"); | ||
} | ||
} | ||
} |
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