示例#1
0
            private static unsafe void SetSettings_process_event(IntPtr context, Frame *theStack, IntPtr result)
            {
                var obj = UObject.Make <LevelSequenceBurnIn>(context);
                var b   = (byte *)theStack->Locals;

                obj.on_SetSettings(UObject.Make <UObject>(*(IntPtr *)(b + 0)));
            }
示例#2
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            private static unsafe void OnLaunched_process_event(IntPtr context, Frame *theStack, IntPtr result)
            {
                var obj = UObject.Make <Character>(context);
                var b   = (byte *)theStack->Locals;

                obj.on_OnLaunched(*(Vector *)(b + 0), *(bool *)(b + 12), *(bool *)(b + 13));
            }
示例#3
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            private static unsafe void ReceiveEndPlay_process_event(IntPtr context, Frame *theStack, IntPtr result)
            {
                var obj = UObject.Make <CheatManager>(context);
                var b   = (byte *)theStack->Locals;

                obj.on_ReceiveEndPlay();
            }
示例#4
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            private static unsafe void ReceiveTickAI_process_event(IntPtr context, Frame *theStack, IntPtr result)
            {
                var obj = UObject.Make <BTDecorator_BlueprintBase>(context);
                var b   = (byte *)theStack->Locals;

                obj.on_ReceiveTickAI(UObject.Make <AIController>(*(IntPtr *)(b + 0)), UObject.Make <Pawn>(*(IntPtr *)(b + 8)), *(float *)(b + 16));
            }
示例#5
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            private static unsafe void OnUnpossess_process_event(IntPtr context, Frame *theStack, IntPtr result)
            {
                var obj = UObject.Make <AIController>(context);
                var b   = (byte *)theStack->Locals;

                obj.on_OnUnpossess(UObject.Make <Pawn>(*(IntPtr *)(b + 0)));
            }
示例#6
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            private static unsafe void Received_Notify_process_event(IntPtr context, Frame *theStack, IntPtr result)
            {
                var obj = UObject.Make <AnimNotify>(context);
                var b   = (byte *)theStack->Locals;

                obj.on_Received_Notify(UObject.Make <SkeletalMeshComponent>(*(IntPtr *)(b + 0)), UObject.Make <AnimSequenceBase>(*(IntPtr *)(b + 8)), *(bool *)(b + 16));
            }
示例#7
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            private static unsafe void ReceiveTick_process_event(IntPtr context, Frame *theStack, IntPtr result)
            {
                var obj = UObject.Make <BTTask_BlueprintBase>(context);
                var b   = (byte *)theStack->Locals;

                obj.on_ReceiveTick(UObject.Make <Actor>(*(IntPtr *)(b + 0)), *(float *)(b + 8));
            }
示例#8
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            private static unsafe void LevelReset_process_event(IntPtr context, Frame *theStack, IntPtr result)
            {
                var obj = UObject.Make <LevelScriptActor>(context);
                var b   = (byte *)theStack->Locals;

                obj.on_LevelReset();
            }
示例#9
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            private static unsafe void OnEvaluate_process_event(IntPtr context, Frame *theStack, IntPtr result)
            {
                var obj = UObject.Make <MovieSceneEasingFunction>(context);
                var b   = (byte *)theStack->Locals;

                obj.on_OnEvaluate(*(float *)(b + 0), *(float *)(b + 4));
            }
示例#10
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            private static unsafe void OnCreated_process_event(IntPtr context, Frame *theStack, IntPtr result)
            {
                var obj = UObject.Make <LevelSequenceDirector>(context);
                var b   = (byte *)theStack->Locals;

                obj.on_OnCreated();
            }
示例#11
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            private static unsafe void ActionStart_process_event(IntPtr context, Frame *theStack, IntPtr result)
            {
                var obj = UObject.Make <PawnAction_BlueprintBase>(context);
                var b   = (byte *)theStack->Locals;

                obj.on_ActionStart(UObject.Make <Pawn>(*(IntPtr *)(b + 0)));
            }
示例#12
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            private static unsafe void ReceiveDrawHUD_process_event(IntPtr context, Frame *theStack, IntPtr result)
            {
                var obj = UObject.Make <HUD>(context);
                var b   = (byte *)theStack->Locals;

                obj.on_ReceiveDrawHUD(*(int *)(b + 0), *(int *)(b + 4));
            }
示例#13
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            private static unsafe void SetGameModeBase_process_event(IntPtr context, Frame *theStack, IntPtr result)
            {
                var obj = UObject.Make <DotNetGameInstance>(context);
                var b   = (byte *)theStack->Locals;

                obj.on_SetGameModeBase(UObject.Make <GameModeBase>(*(IntPtr *)(b + 0)), FString.Get(b + 8));
            }
示例#14
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            private static unsafe void OnLanded_process_event(IntPtr context, Frame *theStack, IntPtr result)
            {
                var obj = UObject.Make <Character>(context);
                var b   = (byte *)theStack->Locals;

                obj.on_OnLanded(*(HitResult *)(b + 0));
            }
示例#15
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            private static unsafe void ReceiveTick_process_event(IntPtr context, Frame *theStack, IntPtr result)
            {
                var obj = UObject.Make <ActorComponent>(context);
                var b   = (byte *)theStack->Locals;

                obj.on_ReceiveTick(*(float *)(b + 0));
            }
示例#16
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            private static unsafe void K2_OnEndCrouch_process_event(IntPtr context, Frame *theStack, IntPtr result)
            {
                var obj = UObject.Make <Character>(context);
                var b   = (byte *)theStack->Locals;

                obj.on_K2_OnEndCrouch(*(float *)(b + 0), *(float *)(b + 4));
            }
示例#17
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            private static unsafe void K2_OnNewPawn_process_event(IntPtr context, Frame *theStack, IntPtr result)
            {
                var obj = UObject.Make <AISense_Blueprint>(context);
                var b   = (byte *)theStack->Locals;

                obj.on_K2_OnNewPawn(UObject.Make <Pawn>(*(IntPtr *)(b + 0)));
            }
示例#18
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            private static unsafe void K2_PostLogin_process_event(IntPtr context, Frame *theStack, IntPtr result)
            {
                var obj = UObject.Make <GameModeBase>(context);
                var b   = (byte *)theStack->Locals;

                obj.on_K2_PostLogin(UObject.Make <PlayerController>(*(IntPtr *)(b + 0)));
            }
            private static unsafe void OnWarmUp_process_event(IntPtr context, Frame *theStack, IntPtr result)
            {
                var obj = UObject.Make <UserDefinedCaptureProtocol>(context);
                var b   = (byte *)theStack->Locals;

                obj.on_OnWarmUp();
            }
示例#20
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            private static unsafe void K2_OnChangeName_process_event(IntPtr context, Frame *theStack, IntPtr result)
            {
                var obj = UObject.Make <GameModeBase>(context);
                var b   = (byte *)theStack->Locals;

                obj.on_K2_OnChangeName(UObject.Make <Controller>(*(IntPtr *)(b + 0)), FString.Get(b + 8), *(bool *)(b + 24));
            }
示例#21
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            private static unsafe void ReceiveShutdown_process_event(IntPtr context, Frame *theStack, IntPtr result)
            {
                var obj = UObject.Make <GameInstance>(context);
                var b   = (byte *)theStack->Locals;

                obj.on_ReceiveShutdown();
            }
示例#22
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            private static unsafe void ReceiveUpdate_process_event(IntPtr context, Frame *theStack, IntPtr result)
            {
                var obj = UObject.Make <CanvasRenderTarget2D>(context);
                var b   = (byte *)theStack->Locals;

                obj.on_ReceiveUpdate(UObject.Make <Canvas>(*(IntPtr *)(b + 0)), *(int *)(b + 8), *(int *)(b + 12));
            }
示例#23
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            private static unsafe void OnMatchEnded_process_event(IntPtr context, Frame *theStack, IntPtr result)
            {
                var obj = UObject.Make <TurnBasedMatchInterface>(context);
                var b   = (byte *)theStack->Locals;

                obj.on_OnMatchEnded(FString.Get(b + 0));
            }
示例#24
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            private static unsafe void IsReady_process_event(IntPtr context, Frame *theStack, IntPtr result)
            {
                NativeFunction(context, theStack, result);
                var obj = UObject.Make <FunctionalTest>(context);
                var b   = (byte *)theStack->Locals;

                *(bool *)result.ToPointer() = obj.on_IsReady(*(bool *)result);
            }
            private static unsafe void OnSetup_process_event(IntPtr context, Frame *theStack, IntPtr result)
            {
                NativeFunction(context, theStack, result);
                var obj = UObject.Make <UserDefinedCaptureProtocol>(context);
                var b   = (byte *)theStack->Locals;

                *(bool *)result.ToPointer() = obj.on_OnSetup(*(bool *)result);
            }
示例#26
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            private static unsafe void ShouldReset_process_event(IntPtr context, Frame *theStack, IntPtr result)
            {
                NativeFunction(context, theStack, result);
                var obj = UObject.Make <GameModeBase>(context);
                var b   = (byte *)theStack->Locals;

                *(bool *)result.ToPointer() = obj.on_ShouldReset(UObject.Make <Actor>(*(IntPtr *)(b + 0)), *(bool *)result);
            }
示例#27
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            private static unsafe void MustSpectate_process_event(IntPtr context, Frame *theStack, IntPtr result)
            {
                NativeFunction(context, theStack, result);
                var obj = UObject.Make <GameModeBase>(context);
                var b   = (byte *)theStack->Locals;

                *(bool *)result.ToPointer() = obj.on_MustSpectate(UObject.Make <PlayerController>(*(IntPtr *)(b + 0)), *(bool *)result);
            }
示例#28
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            private static unsafe void InitStartSpot_process_event(IntPtr context, Frame *theStack, IntPtr result)
            {
                NativeFunction(context, theStack, result);
                var obj = UObject.Make <GameModeBase>(context);
                var b   = (byte *)theStack->Locals;

                obj.on_InitStartSpot(UObject.Make <Actor>(*(IntPtr *)(b + 0)), UObject.Make <Controller>(*(IntPtr *)(b + 8)));
            }
示例#29
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            private static unsafe void FindPlayerStart_process_event(IntPtr context, Frame *theStack, IntPtr result)
            {
                NativeFunction(context, theStack, result);
                var obj = UObject.Make <GameModeBase>(context);
                var b   = (byte *)theStack->Locals;

                *(IntPtr *)result.ToPointer() = obj.on_FindPlayerStart(UObject.Make <Controller>(*(IntPtr *)(b + 0)), FString.Get(b + 8), *(IntPtr *)result);
            }
示例#30
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            private static unsafe void ReadyToEndMatch_process_event(IntPtr context, Frame *theStack, IntPtr result)
            {
                NativeFunction(context, theStack, result);
                var obj = UObject.Make <GameMode>(context);
                var b   = (byte *)theStack->Locals;

                *(bool *)result.ToPointer() = obj.on_ReadyToEndMatch(*(bool *)result);
            }
示例#31
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		/// <summary>
		///   Initializes a new instance.
		/// </summary>
		/// <param name="capacity">The maximum number of states that can be stored on the stack.</param>
		public StateStack(long capacity)
		{
			Requires.InRange(capacity, nameof(capacity), 1024, Int32.MaxValue);

			_framesBuffer.Resize(capacity * sizeof(Frame), zeroMemory: false);
			_statesBuffer.Resize(capacity * sizeof(int), zeroMemory: false);

			_frames = (Frame*)_framesBuffer.Pointer;
			_states = (int*)_statesBuffer.Pointer;
			_capacity = capacity;
		}