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

29 lines
1.3 KiB
C++

#pragma once
#include <EGSDK\Imports.h>
class CSystemCallManager {
#pragma region GENERATED by ExportClassToCPPH.py
public:
VIRTUAL_CALL(0, cbs::CSystemCallManager*, sub_4034E0, (char a1), a1);
protected:
GAME_IMPORT virtual void AddCall(cbs::CComponent*, void (* )( cbs::CComponentBase* ), cbs::Call::TYPE);
GAME_IMPORT virtual void RemoveCall(cbs::CComponent*, void (* )( cbs::CComponentBase* ), cbs::Call::TYPE);
public:
GAME_IMPORT void UnregisterCalls(cbs::CComponent*);
GAME_IMPORT CSystemCallManager(cbs::CSystemBase*);
GAME_IMPORT bool IsEmpty() const;
GAME_IMPORT void InvokeSystemCalls(cbs::WorldIndex, cbs::Call::TYPE, char const*);
GAME_IMPORT void GetFrameStats(cbs::CallManagerFrameStats&) const;
private:
GAME_IMPORT void Debug_EnsureSingleSlotsCreated();
public:
GAME_IMPORT void InvokeSingleCalls(cbs::WorldIndex, cbs::Call::TYPE, bool, char const*);
protected:
GAME_IMPORT virtual void RemoveSystemCall(cbs::WorldIndex, cbs::ICallable*, void*, void (* const& )(void*, cbs::WorldIndex, cbs::Call::TYPE), cbs::Call::TYPE);
private:
GAME_IMPORT static cbs::Call::TYPE GetSlot(cbs::Call::TYPE);
protected:
GAME_IMPORT virtual void AddSystemCall(cbs::WorldIndex, cbs::ICallable*, void*, void (* const& )(void*, cbs::WorldIndex, cbs::Call::TYPE), cbs::Call::TYPE);
#pragma endregion
};