149 lines
6.0 KiB
C++
149 lines
6.0 KiB
C++
#pragma once
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#include <bitset>
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namespace mtb
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{
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class Hero
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{
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public:
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a8::reflect::Class* GetClass() const;
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int id() const { return id_; };
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float radius() const { return radius_; };
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float move_speed() const { return move_speed_; };
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float jump_speed() const { return jump_speed_; };
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float fall_speed() const { return fall_speed_; };
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float aim_speed() const { return aim_speed_; };
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float shoot_speed() const { return shoot_speed_; };
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float reload_speed() const { return reload_speed_; };
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float medicine_speed() const { return medicine_speed_; };
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float swim_speed() const { return swim_speed_; };
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const std::string volume() const { return volume_; };
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int level() const { return level_; };
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int race() const { return race_; };
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const std::string name() const { return name_; };
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float hit_offset_x() const { return hit_offset_x_; };
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float hit_offset_y() const { return hit_offset_y_; };
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float hit_radius() const { return hit_radius_; };
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const std::string ai_script() const { return ai_script_; };
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const std::string init_buffs() const { return init_buffs_; };
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int default_weapon() const { return default_weapon_; };
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const std::string dead_drop() const { return dead_drop_; };
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const std::string drop() const { return drop_; };
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int delay_delete() const { return delay_delete_; };
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int ai() const { return ai_; };
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int delay_remove() const { return delay_remove_; };
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int skinlist() const { return skinlist_; };
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const std::string pre_appear_effect() const { return pre_appear_effect_; };
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const std::string pve_score() const { return pve_score_; };
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int hp() const { return hp_; };
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int damage() const { return damage_; };
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int defence() const { return defence_; };
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float crit_atk() const { return crit_atk_; };
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float crit_atk_ratio() const { return crit_atk_ratio_; };
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float miss() const { return miss_; };
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float miss_damage_ruduce() const { return miss_damage_ruduce_; };
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int skill1list() const { return skill1list_; };
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int skill2list() const { return skill2list_; };
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int skill3list() const { return skill3list_; };
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float hp_ratio() const { return hp_ratio_; };
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float damage_ratio() const { return damage_ratio_; };
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float defence_ratio() const { return defence_ratio_; };
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const std::string bt() const { return bt_; };
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bool has_id() const { return __flags__.test(0);};
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bool has_radius() const { return __flags__.test(1);};
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bool has_move_speed() const { return __flags__.test(2);};
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bool has_jump_speed() const { return __flags__.test(3);};
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bool has_fall_speed() const { return __flags__.test(4);};
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bool has_aim_speed() const { return __flags__.test(5);};
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bool has_shoot_speed() const { return __flags__.test(6);};
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bool has_reload_speed() const { return __flags__.test(7);};
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bool has_medicine_speed() const { return __flags__.test(8);};
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bool has_swim_speed() const { return __flags__.test(9);};
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bool has_volume() const { return __flags__.test(10);};
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bool has_level() const { return __flags__.test(11);};
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bool has_race() const { return __flags__.test(12);};
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bool has_name() const { return __flags__.test(13);};
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bool has_hit_offset_x() const { return __flags__.test(14);};
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bool has_hit_offset_y() const { return __flags__.test(15);};
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bool has_hit_radius() const { return __flags__.test(16);};
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bool has_ai_script() const { return __flags__.test(17);};
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bool has_init_buffs() const { return __flags__.test(18);};
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bool has_default_weapon() const { return __flags__.test(19);};
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bool has_dead_drop() const { return __flags__.test(20);};
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bool has_delay_delete() const { return __flags__.test(21);};
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bool has_ai() const { return __flags__.test(22);};
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bool has_delay_remove() const { return __flags__.test(23);};
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bool has_skinlist() const { return __flags__.test(24);};
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bool has_pre_appear_effect() const { return __flags__.test(25);};
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bool has_pve_score() const { return __flags__.test(26);};
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bool has_hp() const { return __flags__.test(27);};
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bool has_damage() const { return __flags__.test(28);};
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bool has_defence() const { return __flags__.test(29);};
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bool has_crit_atk() const { return __flags__.test(30);};
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bool has_crit_atk_ratio() const { return __flags__.test(31);};
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bool has_miss() const { return __flags__.test(32);};
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bool has_miss_damage_ruduce() const { return __flags__.test(33);};
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bool has_skill1list() const { return __flags__.test(34);};
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bool has_skill2list() const { return __flags__.test(35);};
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bool has_skill3list() const { return __flags__.test(36);};
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bool has_hp_ratio() const { return __flags__.test(37);};
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bool has_damage_ratio() const { return __flags__.test(38);};
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bool has_defence_ratio() const { return __flags__.test(39);};
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bool has_bt() const { return __flags__.test(40);};
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bool has_drop() const { return __flags__.test(41);};
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protected:
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int id_ = 0;
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float radius_ = 0.0f;
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float move_speed_ = 0.0f;
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float jump_speed_ = 0.0f;
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float fall_speed_ = 0.0f;
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float aim_speed_ = 0.0f;
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float shoot_speed_ = 0.0f;
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float reload_speed_ = 0.0f;
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float medicine_speed_ = 0.0f;
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float swim_speed_ = 0.0f;
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std::string volume_;
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int level_ = 0;
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int race_ = 0;
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std::string name_;
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float hit_offset_x_ = 0.0f;
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float hit_offset_y_ = 0.0f;
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float hit_radius_ = 0.0f;
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std::string ai_script_;
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std::string init_buffs_;
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int default_weapon_ = 0;
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std::string dead_drop_;
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int delay_delete_ = 0;
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int ai_ = 0;
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int delay_remove_ = 0;
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int skinlist_ = 0;
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std::string pre_appear_effect_;
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std::string pve_score_;
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int hp_ = 0;
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int damage_ = 0;
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int defence_ = 0;
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float crit_atk_ = 0.0f;
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float crit_atk_ratio_ = 0.0f;
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float miss_ = 0.0f;
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float miss_damage_ruduce_ = 0.0f;
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int skill1list_ = 0;
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int skill2list_ = 0;
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int skill3list_ = 0;
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float hp_ratio_ = 0.0f;
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float damage_ratio_ = 0.0f;
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float defence_ratio_ = 0.0f;
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std::string bt_;
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std::string drop_;
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public:
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std::bitset<42> __flags__;
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};
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};
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