Esempio n. 1
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            internal static unsafe void Invoke(IntPtr obj, float Intensity, float Duration, bool bAffectsLeftLarge, bool bAffectsLeftSmall, bool bAffectsRightLarge, bool bAffectsRightSmall, byte Action, LatentActionInfo LatentInfo)
            {
                long *p = stackalloc long[] { 0L, 0L, 0L, 0L, 0L, 0L, 0L };
                byte *b = (byte *)p;

                *((float *)(b + 0))             = Intensity;
                *((float *)(b + 4))             = Duration;
                *((bool *)(b + 8))              = bAffectsLeftLarge;
                *((bool *)(b + 9))              = bAffectsLeftSmall;
                *((bool *)(b + 10))             = bAffectsRightLarge;
                *((bool *)(b + 11))             = bAffectsRightSmall;
                *(b + 12)                       = Action;
                *((LatentActionInfo *)(b + 16)) = LatentInfo;
                Main.GetProcessEvent(obj, PlayDynamicForceFeedback_ptr, new IntPtr(p));;
            }
        }
Esempio n. 2
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            internal static unsafe void Invoke(UObject WorldContextObject, LatentActionInfo LatentInfo, string Name, AutomationScreenshotOptions Options)
            {
                long *p = stackalloc long[] { 0L, 0L, 0L, 0L, 0L, 0L, 0L, 0L, 0L, 0L, 0L, 0L, 0L, 0L, 0L, 0L };
                byte *b = (byte *)p;

                *((IntPtr *)(b + 0))           = WorldContextObject;
                *((LatentActionInfo *)(b + 8)) = LatentInfo;
                var Name_handle = GCHandle.Alloc(Name, GCHandleType.Pinned);

                *(IntPtr *)(b + 40)                        = Name_handle.AddrOfPinnedObject();
                *(int *)(b + IntPtr.Size + 40)             = Name.Length;
                *(int *)(b + IntPtr.Size + 4 + 40)         = Name.Length;
                *((AutomationScreenshotOptions *)(b + 56)) = Options;
                Main.GetProcessEvent(AutomationBlueprintFunctionLibrary.DefaultObject, TakeAutomationScreenshotOfUI_ptr, new IntPtr(p));;
                Name_handle.Free();
            }
        }
 ///<summary>Take Automation Screenshot Of UI</summary>
 public static void TakeAutomationScreenshotOfUI(UObject WorldContextObject, LatentActionInfo LatentInfo, string Name, AutomationScreenshotOptions Options) =>
 AutomationBlueprintFunctionLibrary_methods.TakeAutomationScreenshotOfUI_method.Invoke(WorldContextObject, LatentInfo, Name, Options);
 ///<summary>Takes a screenshot of the game's viewport, from a particular camera actors POV.  Does not capture any UI.</summary>
 public static void TakeAutomationScreenshotAtCamera(UObject WorldContextObject, LatentActionInfo LatentInfo, CameraActor Camera, string NameOverride, string Notes, AutomationScreenshotOptions Options) =>
 AutomationBlueprintFunctionLibrary_methods.TakeAutomationScreenshotAtCamera_method.Invoke(WorldContextObject, LatentInfo, Camera, NameOverride, Notes, Options);