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Thief Shrine didn't autosplit #33
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When i find some time this week i'll try and poke through the ue4 objects and see if theres a flag for shrines. This is likely caused by gamestate race condition |
namespace CG
{
// --------------------------------------------------
// # Structs
// --------------------------------------------------
/**
* UserDefinedStruct JobData.JobData
* Size -> 0x00D8
*/
struct FJobData
{
public:
int32_t JobID_25_835C06C94E7904242C877DB7D3579559; // 0x0000(0x0004) Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash
unsigned char UnknownData_RQBM[0x4]; // 0x0004(0x0004) MISSED OFFSET (FIX SPACE BETWEEN PREVIOUS PROPERTY)
class FName DisplayName_18_77B530904814B906512A3EBD091FB621; // 0x0008(0x0008) Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash
class FName Detail_19_03B4421B4568CC1E9D8B3D936D3D1BCF; // 0x0010(0x0008) Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash
int32_t DisplayOrder_67_07963AD444D43D43F4F22E8F9C9CF845; // 0x0018(0x0004) Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash
unsigned char UnknownData_RSNB[0x4]; // 0x001C(0x0004) MISSED OFFSET (FIX SPACE BETWEEN PREVIOUS PROPERTY)
class FName MenuJobIcon_60_BA3AA57849D7DBA951B7F2850915A839; // 0x0020(0x0008) Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash
class FName AbilityJobIcon_63_7C7C07184E2FBF2CCCA32B957C42BA4C; // 0x0028(0x0008) Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash
int32_t PermissionFlag_31_A5FBA63449C3EF0ED7BE1393385B212B; // 0x0030(0x0004) Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash
unsigned char UnknownData_342H[0x4]; // 0x0034(0x0004) MISSED OFFSET (FIX SPACE BETWEEN PREVIOUS PROPERTY)
TArray<bool> ProperEquipment_22_ECDE8975414CC31E67313ABA713C22FE; // 0x0038(0x0010) Edit, BlueprintVisible, ZeroConstructor
TArray<EEQUIPMENT_CATEGORY_EEQUIPMENT_CATEGORY> EquipArmorPriority_53_F7C8724E49CA9F32E20737A4ADF0B82A; // 0x0048(0x0010) Edit, BlueprintVisible, ZeroConstructor
TArray<EEQUIPMENT_CATEGORY_EEQUIPMENT_CATEGORY> EquipHelmetPriority_54_15EDDD95470C83EF30FDFCB36FC5E17A; // 0x0058(0x0010) Edit, BlueprintVisible, ZeroConstructor
struct FCharacterParam ParameterRevision_9_5F8998A541B5EAF310E2C9A623913B9A; // 0x0068(0x0030) Edit, BlueprintVisible, HasGetValueTypeHash
class FName JobCommandName_28_A46F72BD4EB629A96FD206AC6E110899; // 0x0098(0x0008) Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash
class FName JobCommandDetail_34_04FCC32E4AE8E7290F420E92B1AAA9CE; // 0x00A0(0x0008) Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash
TArray<struct FJobLearnAbility> JobCommandAbility_43_DA2767AE4E0EF10EB9784CBDF68B42F2; // 0x00A8(0x0010) Edit, BlueprintVisible, ZeroConstructor
TArray<struct FJobLearnAbility> JobSupportAbility_42_641BDABF417D5189F1230CBD6276F10E; // 0x00B8(0x0010) Edit, BlueprintVisible, ZeroConstructor
TArray<int32_t> JPCost_41_39D417E148D407A63AC22FA2F9F2FA9A; // 0x00C8(0x0010) Edit, BlueprintVisible, ZeroConstructor
};
}
#ifdef _MSC_VER
#pragma pack(pop)
#endif
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After doing additional research i'm convinced they do not store the actual job aquisition flag - edit: |
libcharacter void STATIC_CheckJobAbilityComplete(int32_t CharacterID, class UObject* __WorldContext, bool* Complete, int32_t* RestComplete);
void STATIC_GetAbilityAcquisitionList(int32_t CharacterID, int32_t JobID, class UObject* __WorldContext, TArray<bool>* AcquisitionList);
void STATIC_AcquisitionSupportAbility(int32_t CharacterID, int32_t JobID, class UObject* __WorldContext, TArray<struct FJobLearnAbility>* AcquisitionAbility);
void STATIC_GetJobAcquisitionCommandAbilityNum(int32_t CharacterID, int32_t JobID, class UObject* __WorldContext, int32_t* AcquisitionNum); has potential maybe... |
https://clips.twitch.tv/ArtsySuaveLorisTwitchRPG-O0lGvBg-53ktF-bb
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