Zdexby TheHolyOneZ
5,221 classes
/Script/ReadyOrNot.SWATManager 0x0D18 (3,352 B) align 8 inherited 0x0040 vtable /Script/ReadyOrNot
0x00x0D18

Members 17

OffsetSizeNameTypeFlagsDefault
0x00400x90padding / unreflected
0x10SwatAITArray<ASWATCharacter*>3 flags[]
0x10SwatTrailersTArray<ATrailerSWATCharacter*>3 flags[]
0x08ClosestFallInSwatASWATCharacter*5 flagsnullptr
0x50FallInSwat_PathFoundTMap<ASWATCharacter*, float>1 flags<TMap>
0x10FallInSwatTArray<ASWATCharacter*>3 flags[]
0x10FallInSwat_FileATArray<ASWATCharacter*>3 flags[]
0x10FallInSwat_FileBTArray<ASWATCharacter*>3 flags[]
0x10FallInSwat_DiamondTArray<ASWATCharacter*>3 flags[]
0x50ClearingQueueTMap<ETeamType, FClearQueueInfo>1 flags<TMap>
0x50OccupiedLookAtPointsTMap<FIntVector, ASWATCharacter*>2 flags<TMap>
0x50CallOutQueueTMap<AActor*, FString>1 flags<TMap>
0x10CallOutHistoryTArray<AActor*>3 flags[]
0x50ReportQueueTMap<AActor*, ASWATCharacter*>2 flags<TMap>
0x02D80x988padding / unreflected
0x08SquadLeaderAReadyOrNotCharacter*7 flagsnullptr
0x50QueuedSwatCommandMapTMap<ETeamType, FQueuedSwatCommand>4 flags<TMap>
0x01CurrentDefaultCommandESwatCommand7 flagsSC_FallIn
0x01ActiveCommandTeamETeamType7 flagsTT_SQUAD
0x0CBA0x5Eunreflected bytes to end of USWATManager

Functions 44

SignatureFlagsNativeParams
void RemoveHoldCommand(const ETeamType& TeamType)FinalNative+1 flags0x01
void PlaySwatCommandVoiceLine(const FString& VoiceLine, const FString& OverrideSpearkerName, bool bTeamPrefix)FinalNative+1 flags0x21
void OnTrailerSearchComplete(UBaseActivity* Activity, ACyberneticController* Controller)FinalNative+1 flags0x10
void OnSwatFinishedRoomSearch(USearchAndSecureActivity* SearchAndSecureActivity, Adoor* BreachedDoor)FinalNative+1 flags0x10
void OnSwatFinishedClearing(UTeamBreachAndClearActivity* BreachAndClearActivity, bool bAuto)FinalNative+1 flags0x09
void OnLeaderToggledNightvision(AReadyOrNotCharacter* Character, bool bOn)FinalNative+1 flags0x09
void OnActivityStarted(UBaseActivity* Activity, ACyberneticController* OwningController)FinalNative+1 flags0x10
bool IsSWATTeamHoldingPosition(const ETeamType& Team)FinalNative+1 flags0x02
bool IsSWATTeamDead(const ETeamType& Team)FinalNative+1 flags0x02
bool IsCharacterKnownEnemy(AReadyOrNotCharacter* InCharacter)FinalNative+1 flags0x09
void GiveWedgeDoorCommand(AActor* Target, const ETeamType& TeamType, const FVector& CommandLocation, const FVector& CommandNormal)FinalNative+1 flags0x40
void GiveStackUpCommand(AActor* Target, const ETeamType& TeamType, const FVector& CommandLocation, const FVector& CommandNormal, bool bCheckDoor, const EStackUpStyle& StackUpStyle)FinalNative+1 flags0x42
void GiveSearchAndSecureCommand_Individual(AActor* Target, const FVector& CommandLocation, bool bOnlyCurrentRoom)FinalNative+1 flags0x21
void GiveSearchAndSecureCommand(const ETeamType& TeamType, const FVector& CommandLocation, bool bOnlyCurrentRoom)FinalNative+1 flags0x21
void GiveScanDoorCommand(AActor* Target, const ETeamType& TeamType, const FVector& CommandLocation, const EDoorScanMethod& ScanMethod)FinalNative+1 flags0x29
void GiveRestrainCommand(AActor* Target, const ETeamType& TeamType, const FVector& CommandLocation)FinalNative+1 flags0x28
void GiveReportTargetCommand(AActor* Target, const ETeamType& TeamType)FinalNative+1 flags0x09
void GiveRemoveWedgeCommand(AActor* Target, const ETeamType& TeamType, const FVector& CommandLocation, const FVector& CommandNormal)FinalNative+1 flags0x40
void GivePickLockCommand(AActor* Target, const ETeamType& TeamType, const FVector& CommandLocation)FinalNative+1 flags0x28
void GiveOpenDoorCommand(AActor* Target, const ETeamType& TeamType, const FVector& CommandLocation)FinalNative+1 flags0x28
void GiveMoveCommand(const ETeamType& TeamType, const FVector& CommandLocation)FinalNative+1 flags0x20
void GiveHoldCommand(const ETeamType& TeamType)FinalNative+1 flags0x01
void GiveFallInCommand(const ETeamType& TeamType, const EFallInPattern& FallInPattern)FinalNative+1 flags0x02
void GiveDropChemlightAtLocation(const ETeamType& TeamType, const FVector& CommandLocation)FinalNative+1 flags0x20
void GiveDisarmTrapOnDoorCommand(AActor* Target, const ETeamType& TeamType, const FVector& CommandLocation)FinalNative+1 flags0x28
void GiveDisarmStandaloneTrapCommand(AActor* Target, const ETeamType& TeamType)FinalNative+1 flags0x09
void GiveDeployShield(const ETeamType& TeamType)FinalNative+1 flags0x01
void GiveDeployNonLethalItemAtTargetCommand(AReadyOrNotCharacter* Target, const ETeamType& TeamType, const EItemCategory& Item)FinalNative+1 flags0x0A
void GiveDeployGrenadeAtLocation(const ETeamType& TeamType, const FVector& CommandLocation, TSubclassOf<ABaseGrenade> Grenade)FinalNative+1 flags0x28
void GiveCoverAreaCommand(const ETeamType& TeamType, const FVector& CommandLocation)FinalNative+1 flags0x20
void GiveCollectEvidenceCommand(AActor* Target, const ETeamType& TeamType)FinalNative+1 flags0x09
void GiveCloseDoorCommand(AActor* Target, const ETeamType& TeamType, const FVector& CommandLocation)FinalNative+1 flags0x28
void GiveCheckForTrapsCommand(AActor* Target, const ETeamType& TeamType, const FVector& CommandLocation, const FVector& CommandNormal)FinalNative+1 flags0x40
void GiveCheckForContactsCommand(AActor* Target, const ETeamType& TeamType, const FVector& CommandLocation, const FVector& CommandNormal)FinalNative+1 flags0x40
void GiveBreachAndClearCommand(Adoor* door, const EDoorBreachType& DoorBreachType, const ETeamType& TeamType, const FVector& CommandLocation, TSubclassOf<ABaseItem> DoorBreachItemClass, TSubclassOf<ABaseItem> DoorUseItemClass, bool bWithLeader, bool bWithLeaderItem, bool bAutoClear, bool bLastAutoClear, const EStackUpStyle& CustomStackUpStyle, bool bIsSWATCommand)FinalNative+1 flags0x3E
TArray<ASWATCharacter*> GetSwatTeam()FinalNative+1 flags0x10
TArray<ASWATCharacter*> GetSWATSortedByDistanceToLocationV2(const FVector& Location, const TArray<ASWATCharacter*>& ExcludedSwat, const ETeamType& FilterTeam, bool bAscendingOrder)FinalNative+1 flags0x40
TArray<ASWATCharacter*> GetSWATSortedByDistanceToLocation(const FVector& Location, const ETeamType& FilterTeam, Adoor* StackUpDoor, bool bAscendingOrder)FinalNative+1 flags0x40
uint8 GetSWATCount()FinalNative+1 flags0x01
ASWATCharacter* GetSwatCharacterAtSquadPosition(const ESquadPosition& InSquadPosition)FinalNative+1 flags0x10
AReadyOrNotCharacter* GetSquadLeader()FinalNative+1 flags0x08
ESwatCommand GetQueuedSwatCommandForSquadPosition(const ESquadPosition& SquadPosition)FinalNative+1 flags0x02
FVector GetAverageSwatLocation()FinalNative+1 flags0x18
bool CanGiveActivityToSWAT(ASWATCharacter* swat, const ETeamType& Team)FinalNative+1 flags0x0A