aozhiwei 15b320b956 1
2023-03-09 11:11:53 +08:00

218 lines
9.4 KiB
C++

#pragma once
#include <bitset>
namespace mtb
{
class Equip
{
public:
a8::reflect::Class* GetClass() const;
int id() const { return id_; };
int equip_type() const { return equip_type_; };
int equip_subtype() const { return equip_subtype_; };
int equip_lv() const { return equip_lv_; };
int fire_mode() const { return fire_mode_; };
int use_bullet() const { return use_bullet_; };
int clip_volume() const { return clip_volume_; };
int reload_time() const { return reload_time_; };
int fire_rate() const { return fire_rate_; };
const std::string atk() const { return atk_; };
int def() const { return def_; };
const std::string max_hp() const { return max_hp_; };
int explosion_range() const { return explosion_range_; };
int bullet_speed() const { return bullet_speed_; };
int range() const { return range_; };
int use_time() const { return use_time_; };
const std::string heal() const { return heal_; };
int time() const { return time_; };
const std::string volume() const { return volume_; };
int bullet_rad() const { return bullet_rad_; };
int group_num() const { return group_num_; };
int is_luck() const { return is_luck_; };
const std::string bullet_born_offset() const { return bullet_born_offset_; };
float bullet_angle() const { return bullet_angle_; };
const std::string name() const { return name_; };
float rad() const { return rad_; };
float rad2() const { return rad2_; };
int buffid() const { return buffid_; };
int drop_id() const { return drop_id_; };
int explosion_effect() const { return explosion_effect_; };
const std::string param1() const { return param1_; };
const std::string param2() const { return param2_; };
int reloadtype() const { return reloadtype_; };
float recoil_force() const { return recoil_force_; };
int missiles_time() const { return missiles_time_; };
int heroid() const { return heroid_; };
const std::string launch_dev() const { return launch_dev_; };
const std::string power_time() const { return power_time_; };
const std::string power_gun() const { return power_gun_; };
const std::string power_buff() const { return power_buff_; };
int through_teammate() const { return through_teammate_; };
const std::string text_icon() const { return text_icon_; };
const std::string special_damage_type() const { return special_damage_type_; };
float max_oil() const { return max_oil_; };
float average_oil() const { return average_oil_; };
float atk_mech() const { return atk_mech_; };
int use_scene() const { return use_scene_; };
int ispenetrate() const { return ispenetrate_; };
int is_penetrate_thing() const { return is_penetrate_thing_; };
int reload_delay_time() const { return reload_delay_time_; };
int cast_time() const { return cast_time_; };
int aiming_cast_time() const { return aiming_cast_time_; };
int auto_switch_weapon_time() const { return auto_switch_weapon_time_; };
int quality() const { return quality_; };
int explosion_damage_delay() const { return explosion_damage_delay_; };
int bullet_consume_type() const { return bullet_consume_type_; };
const std::string inventory_slot() const { return inventory_slot_; };
int _inventory_slot() const { return _inventory_slot_; };
float critical() const { return critical_; };
float cri_damage() const { return cri_damage_; };
int shootfire() const { return shootfire_; };
const std::string hit_buff() const { return hit_buff_; };
int auto_trace() const { return auto_trace_; };
int trace_range() const { return trace_range_; };
int double_gun() const { return double_gun_; };
bool has_id() const { return __flags__.test(0);};
bool has_equip_type() const { return __flags__.test(1);};
bool has_equip_subtype() const { return __flags__.test(2);};
bool has_equip_lv() const { return __flags__.test(3);};
bool has_fire_mode() const { return __flags__.test(4);};
bool has_use_bullet() const { return __flags__.test(5);};
bool has_clip_volume() const { return __flags__.test(6);};
bool has_reload_time() const { return __flags__.test(7);};
bool has_fire_rate() const { return __flags__.test(8);};
bool has_atk() const { return __flags__.test(9);};
bool has_def() const { return __flags__.test(10);};
bool has_max_hp() const { return __flags__.test(11);};
bool has_explosion_range() const { return __flags__.test(12);};
bool has_bullet_speed() const { return __flags__.test(13);};
bool has_range() const { return __flags__.test(14);};
bool has_use_time() const { return __flags__.test(15);};
bool has_heal() const { return __flags__.test(16);};
bool has_time() const { return __flags__.test(17);};
bool has_volume() const { return __flags__.test(18);};
bool has_bullet_rad() const { return __flags__.test(19);};
bool has_group_num() const { return __flags__.test(20);};
bool has_is_luck() const { return __flags__.test(21);};
bool has_bullet_born_offset() const { return __flags__.test(22);};
bool has_bullet_angle() const { return __flags__.test(23);};
bool has_name() const { return __flags__.test(24);};
bool has_rad() const { return __flags__.test(25);};
bool has_rad2() const { return __flags__.test(26);};
bool has_buffid() const { return __flags__.test(27);};
bool has_drop_id() const { return __flags__.test(28);};
bool has_explosion_effect() const { return __flags__.test(29);};
bool has_param1() const { return __flags__.test(30);};
bool has_param2() const { return __flags__.test(31);};
bool has_reloadtype() const { return __flags__.test(32);};
bool has_recoil_force() const { return __flags__.test(33);};
bool has_missiles_time() const { return __flags__.test(34);};
bool has_heroid() const { return __flags__.test(35);};
bool has_launch_dev() const { return __flags__.test(36);};
bool has_power_time() const { return __flags__.test(37);};
bool has_power_gun() const { return __flags__.test(38);};
bool has_power_buff() const { return __flags__.test(39);};
bool has_through_teammate() const { return __flags__.test(40);};
bool has_text_icon() const { return __flags__.test(41);};
bool has_special_damage_type() const { return __flags__.test(42);};
bool has_max_oil() const { return __flags__.test(43);};
bool has_average_oil() const { return __flags__.test(44);};
bool has_atk_mech() const { return __flags__.test(45);};
bool has_use_scene() const { return __flags__.test(46);};
bool has_ispenetrate() const { return __flags__.test(47);};
bool has_is_penetrate_thing() const { return __flags__.test(48);};
bool has_reload_delay_time() const { return __flags__.test(49);};
bool has_cast_time() const { return __flags__.test(50);};
bool has_aiming_cast_time() const { return __flags__.test(51);};
bool has_auto_switch_weapon_time() const { return __flags__.test(52);};
bool has_quality() const { return __flags__.test(53);};
bool has_explosion_damage_delay() const { return __flags__.test(54);};
bool has_bullet_consume_type() const { return __flags__.test(55);};
bool has_inventory_slot() const { return __flags__.test(56);};
bool has__inventory_slot() const { return __flags__.test(57);};
bool has_critical() const { return __flags__.test(58);};
bool has_cri_damage() const { return __flags__.test(59);};
bool has_shootfire() const { return __flags__.test(60);};
bool has_hit_buff() const { return __flags__.test(61);};
bool has_auto_trace() const { return __flags__.test(62);};
bool has_trace_range() const { return __flags__.test(63);};
bool has_double_gun() const { return __flags__.test(64);};
protected:
int id_ = 0;
int equip_type_ = 0;
int equip_subtype_ = 0;
int equip_lv_ = 0;
int fire_mode_ = 0;
int use_bullet_ = 0;
int clip_volume_ = 0;
int reload_time_ = 0;
int fire_rate_ = 0;
std::string atk_;
int def_ = 0;
std::string max_hp_;
int explosion_range_ = 0;
int bullet_speed_ = 0;
int range_ = 0;
int use_time_ = 0;
std::string heal_;
int time_ = 0;
std::string volume_;
int bullet_rad_ = 0;
int group_num_ = 0;
int is_luck_ = 0;
std::string bullet_born_offset_;
float bullet_angle_ = 0.0f;
std::string name_;
float rad_ = 0.0f;
float rad2_ = 0.0f;
int buffid_ = 0;
int drop_id_ = 0;
int explosion_effect_ = 0;
std::string param1_;
std::string param2_;
int reloadtype_ = 0;
float recoil_force_ = 0.0f;
int missiles_time_ = 0;
int heroid_ = 0;
std::string launch_dev_;
std::string power_time_;
std::string power_gun_;
std::string power_buff_;
int through_teammate_ = 0;
std::string text_icon_;
std::string special_damage_type_;
float max_oil_ = 0.0f;
float average_oil_ = 0.0f;
float atk_mech_ = 0.0f;
int use_scene_ = 0;
int ispenetrate_ = 0;
int is_penetrate_thing_ = 0;
int reload_delay_time_ = 0;
int cast_time_ = 0;
int aiming_cast_time_ = 0;
int auto_switch_weapon_time_ = 0;
int quality_ = 0;
int explosion_damage_delay_ = 0;
int bullet_consume_type_ = 0;
std::string inventory_slot_;
int _inventory_slot_ = 0;
float critical_ = 0.0f;
float cri_damage_ = 0.0f;
int shootfire_ = 0;
std::string hit_buff_;
int auto_trace_ = 0;
int trace_range_ = 0;
int double_gun_ = 0;
public:
std::bitset<65> __flags__;
};
};