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feature.h
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feature.h
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#pragma once
#include "include/Menu.hpp"
#include "config.h"
#include <Windows.h>
void ESP();
void ESP_DEBUG(float mDist, ImVec4 color = { 1.0f, 1.0f, 1.0f, 01.0f }, SDK::UClass* mEntType = SDK::AActor::StaticClass());
void DrawUActorComponent(SDK::TArray<SDK::UActorComponent*> Comps, ImColor color);
void UnlockAllEffigies();
void IncrementInventoryItemCountByIndex(__int32 mCount, __int32 mIndex = 0);
void AddItemToInventoryByName(SDK::UPalPlayerInventoryData* data, char* itemName, int count);
void SpawnMultiple_ItemsToInventory(config::QuickItemSet Set);
void AnyWhereTP(SDK::FVector& vector, bool IsSafe);
void ExploitFly(bool IsFly);
void SetFullbright(bool bIsSet);
void SpeedHack(float mSpeed);
void SetDemiGodMode(bool bIsSet);
void RespawnLocalPlayer(bool bIsSafe);
void SetPlayerHealth(__int32 newHealth);
void ReviveLocalPlayer();
void ResetStamina();
void GiveExperiencePoints(__int32 mXP);
void SetPlayerAttackParam(__int32 mNewAtk);
void SetPlayerDefenseParam(__int32 mNewDef);
void SetInfiniteAmmo(bool bInfAmmo);
void SetCraftingSpeed(float mNewSpeed, bool bRestoreDefault = false);
void AddTechPoints(__int32 mPoints);
void AddAncientTechPoints(__int32 mPoints);
void RemoveTechPoints(__int32 mPoints);
void RemoveAncientTechPoint(__int32 mPoints);
float GetDistanceToActor(SDK::AActor* pLocal, SDK::AActor* pTarget);
void ForgeActor(SDK::AActor* pTarget, float mDistance, float mHeight = 0.0f, float mAngle = 0.0f);
void SendDamageToActor(SDK::APalCharacter* pTarget, int32 damage, bool bSpoofAttacker = false);
void DeathAura(__int32 dmgAmount, float mDistance, bool bIntensityEffect = false, bool bVisualEffect = false, SDK::EPalVisualEffectID visID = SDK::EPalVisualEffectID::None);
void TeleportAllPalsToCrosshair(float mDistance);
void AddWaypointLocation(std::string wpName);
void RenderWaypointsToScreen();
void ForceJoinGuild( SDK::APalPlayerCharacter* targetPlayer );