Files
EGameTools/_IDAScripts/generated/cbs/CSystemBase.h
T

31 lines
1.2 KiB
C++

#pragma once
#include <EGSDK\Imports.h>
class CSystemBase {
#pragma region GENERATED by ExportClassToCPPH.py
public:
VIRTUAL_CALL(0, uint64_t*, sub_462480, (char a1), a1);
virtual void _StrippedVFunc1() = 0;
virtual void _StrippedVFunc2() = 0;
virtual void _StrippedVFunc3() = 0;
virtual void _StrippedVFunc4() = 0;
virtual void _StrippedVFunc5() = 0;
virtual void _StrippedVFunc6() = 0;
GAME_IMPORT virtual void Release(cbs::detail::Handle);
virtual void _StrippedVFunc7() = 0;
virtual void _StrippedVFunc8() = 0;
virtual void _StrippedVFunc9() = 0;
GAME_IMPORT static uint32_t Count(cbs::WorldIndex, CRTTI const*, bool);
GAME_IMPORT static uint32_t Count(cbs::WorldIndex, rtti::Type const&, bool);
GAME_IMPORT bool CanInvokeFrame(uint32_t) const;
GAME_IMPORT bool IsAbstract() const;
GAME_IMPORT cbs::CSystemCallManager& GetSystemCallManager();
GAME_IMPORT void CallSystemHandlers(cbs::WorldIndex, cbs::Call::TYPE);
GAME_IMPORT CSystemBase(uint32_t);
GAME_IMPORT bool TryReleaseCallManager();
GAME_IMPORT void CallHandlers(cbs::WorldIndex, cbs::Call::TYPE, bool);
GAME_IMPORT void RegisterAsCallableSystem();
GAME_IMPORT void RegisterAsCallable();
#pragma endregion
};