//generated with dll2sdk #include "usequencerRuntime.hpp" void DLL2SDK::usequencerRuntime::WellFired::AnimationClipData_StateCheck::_ctor_30(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FBFFC)(this, object_, method_); } bool DLL2SDK::usequencerRuntime::WellFired::AnimationClipData_StateCheck::Invoke_31(float sequencerTime_, DLL2SDK::usequencerRuntime::WellFired::AnimationClipData* clipData_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[11]; return reinterpret_cast(Data.methodPtr)(this, sequencerTime_, clipData_, Data.method); } DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::usequencerRuntime::WellFired::AnimationClipData_StateCheck::BeginInvoke_32(float sequencerTime_, DLL2SDK::usequencerRuntime::WellFired::AnimationClipData* clipData_, DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[12]; return reinterpret_cast(Data.methodPtr)(this, sequencerTime_, clipData_, callback_, object_, Data.method); } bool DLL2SDK::usequencerRuntime::WellFired::AnimationClipData_StateCheck::EndInvoke_33(DLL2SDK::mscorlib::System::IAsyncResult* result_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[13]; return reinterpret_cast(Data.methodPtr)(this, result_, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer_PlaybackDelegate::_ctor_295(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FF784)(this, object_, method_); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer_PlaybackDelegate::Invoke_296(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequencer_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[11]; return reinterpret_cast(Data.methodPtr)(this, sequencer_, Data.method); } DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::usequencerRuntime::WellFired::USSequencer_PlaybackDelegate::BeginInvoke_297(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequencer_, DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[12]; return reinterpret_cast(Data.methodPtr)(this, sequencer_, callback_, object_, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer_PlaybackDelegate::EndInvoke_298(DLL2SDK::mscorlib::System::IAsyncResult* result_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[13]; return reinterpret_cast(Data.methodPtr)(this, result_, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer_UpdateDelegate::_ctor_299(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4817A98)(this, object_, method_); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer_UpdateDelegate::Invoke_300(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequencer_, float newRunningTime_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[11]; return reinterpret_cast(Data.methodPtr)(this, sequencer_, newRunningTime_, Data.method); } DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::usequencerRuntime::WellFired::USSequencer_UpdateDelegate::BeginInvoke_301(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequencer_, float newRunningTime_, DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[12]; return reinterpret_cast(Data.methodPtr)(this, sequencer_, newRunningTime_, callback_, object_, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer_UpdateDelegate::EndInvoke_302(DLL2SDK::mscorlib::System::IAsyncResult* result_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[13]; return reinterpret_cast(Data.methodPtr)(this, result_, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer__UpdateSequencerCoroutine_c__Iterator0::_ctor_303() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4819528)(this); } DLL2SDK::mscorlib::System::Object* DLL2SDK::usequencerRuntime::WellFired::USSequencer__UpdateSequencerCoroutine_c__Iterator0::System_Collections_Generic_IEnumerator_object__get_Current_304() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::mscorlib::System::Object* DLL2SDK::usequencerRuntime::WellFired::USSequencer__UpdateSequencerCoroutine_c__Iterator0::System_Collections_IEnumerator_get_Current_305() { const VirtualInvokeData& Data = this->ClassPtr->VTable[6]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } bool DLL2SDK::usequencerRuntime::WellFired::USSequencer__UpdateSequencerCoroutine_c__Iterator0::MoveNext_306() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer__UpdateSequencerCoroutine_c__Iterator0::Dispose_307() { const VirtualInvokeData& Data = this->ClassPtr->VTable[4]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer__UpdateSequencerCoroutine_c__Iterator0::Reset_308() { const VirtualInvokeData& Data = this->ClassPtr->VTable[8]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimationGameRunner__SanityCheckClipData_c__AnonStorey1::_ctor_415() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481CECC)(this); } bool DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimationGameRunner__SanityCheckClipData_c__AnonStorey1::__m__F_416(DLL2SDK::usequencerRuntime::WellFired::AnimationClipData* element_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481CF14)(this, element_); } bool DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimationGameRunner__SanityCheckClipData_c__AnonStorey1::__m__10_417(DLL2SDK::usequencerRuntime::WellFired::AnimationClipData* element_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481CFC8)(this, element_); } bool DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimationGameRunner__SanityCheckClipData_c__AnonStorey1::__m__11_418(DLL2SDK::usequencerRuntime::WellFired::AnimationClipData* element_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481D07C)(this, element_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineEvent__StopTimeline_c__AnonStorey2::_ctor_472() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481E2B4)(this); } bool DLL2SDK::usequencerRuntime::WellFired::USTimelineEvent__StopTimeline_c__AnonStorey2::__m__12_473(DLL2SDK::usequencerRuntime::WellFired::USEventBase* e_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481F7A0)(this, e_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObserver_SnapShotEntry::_ctor_552() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4823B90)(this); } void DLL2SDK::usequencerRuntime::WellFired::PauseSequenceButton__Start_c__AnonStorey3::_ctor_571() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FF774)(this); } void DLL2SDK::usequencerRuntime::WellFired::PauseSequenceButton__Start_c__AnonStorey3::__m__16_572() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FF89C)(this); } void DLL2SDK::usequencerRuntime::WellFired::PauseSequenceButton__Start_c__AnonStorey3::__m__17_573(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FF8C4)(this, sequence_); } void DLL2SDK::usequencerRuntime::WellFired::PauseSequenceButton__Start_c__AnonStorey3::__m__18_574(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FF950)(this, sequence_); } void DLL2SDK::usequencerRuntime::WellFired::PauseSequenceButton__Start_c__AnonStorey3::__m__19_575(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FF980)(this, sequence_); } void DLL2SDK::usequencerRuntime::WellFired::PauseSequenceButton__Start_c__AnonStorey3::__m__1A_576(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FF9B0)(this, sequence_); } void DLL2SDK::usequencerRuntime::WellFired::PauseSequenceButton__Start_c__AnonStorey3::__m__1B_577(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FF9E0)(this, sequence_); } void DLL2SDK::usequencerRuntime::WellFired::PlaySequenceButton__Start_c__AnonStorey4::_ctor_587() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4800AA8)(this); } void DLL2SDK::usequencerRuntime::WellFired::PlaySequenceButton__Start_c__AnonStorey4::__m__1D_588() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4800C78)(this); } void DLL2SDK::usequencerRuntime::WellFired::PlaySequenceButton__Start_c__AnonStorey4::__m__1E_589(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4800CA0)(this, sequence_); } void DLL2SDK::usequencerRuntime::WellFired::PlaySequenceButton__Start_c__AnonStorey4::__m__1F_590(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4800CD8)(this, sequence_); } void DLL2SDK::usequencerRuntime::WellFired::PlaySequenceButton__Start_c__AnonStorey4::__m__20_591(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4800D08)(this, sequence_); } void DLL2SDK::usequencerRuntime::WellFired::PlaySequenceButton__Start_c__AnonStorey4::__m__21_592(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4800D38)(this, sequence_); } void DLL2SDK::usequencerRuntime::WellFired::PlaySequenceButton__Start_c__AnonStorey4::__m__22_593(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4800D68)(this, sequence_); } void DLL2SDK::usequencerRuntime::WellFired::ReplaySequenceButton__Start_c__AnonStorey5::_ctor_598() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4802044)(this); } void DLL2SDK::usequencerRuntime::WellFired::ReplaySequenceButton__Start_c__AnonStorey5::__m__23_599() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48021CC)(this); } void DLL2SDK::usequencerRuntime::WellFired::ReplaySequenceButton__Start_c__AnonStorey5::__m__24_600(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48021F4)(this, sequence_); } void DLL2SDK::usequencerRuntime::WellFired::ReplaySequenceButton__Start_c__AnonStorey5::__m__25_601(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4802224)(this, sequence_); } void DLL2SDK::usequencerRuntime::WellFired::ReplaySequenceButton__Start_c__AnonStorey5::__m__26_602(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4802254)(this, sequence_); } void DLL2SDK::usequencerRuntime::WellFired::ReplaySequenceButton__Start_c__AnonStorey5::__m__27_603(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4802284)(this, sequence_); } void DLL2SDK::usequencerRuntime::WellFired::SkipSequenceButton__Start_c__AnonStorey6::_ctor_612() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4802F28)(this); } void DLL2SDK::usequencerRuntime::WellFired::SkipSequenceButton__Start_c__AnonStorey6::__m__29_613() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4802FCC)(this); } void DLL2SDK::usequencerRuntime::WellFired::SkipSequenceButton__Start_c__AnonStorey6::__m__2A_614(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4802FF4)(this, sequence_); } void DLL2SDK::usequencerRuntime::WellFired::SkipSequenceButton__Start_c__AnonStorey6::__m__2B_615(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4803074)(this, sequence_); } void DLL2SDK::usequencerRuntime::WellFired::SkipSequenceButton__Start_c__AnonStorey6::__m__2C_616(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48030A4)(this, sequence_); } void DLL2SDK::usequencerRuntime::WellFired::SkipSequenceButton__Start_c__AnonStorey6::__m__2D_617(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48030D4)(this, sequence_); } void DLL2SDK::usequencerRuntime::WellFired::SkipSequenceButton__Start_c__AnonStorey6::__m__2E_618(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4803104)(this, sequence_); } void DLL2SDK::usequencerRuntime::WellFired::StopSequenceButton__Start_c__AnonStorey7::_ctor_622() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4804424)(this); } void DLL2SDK::usequencerRuntime::WellFired::StopSequenceButton__Start_c__AnonStorey7::__m__2F_623() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48046C0)(this); } void DLL2SDK::usequencerRuntime::WellFired::StopSequenceButton__Start_c__AnonStorey7::__m__30_624(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48046E8)(this, sequence_); } void DLL2SDK::usequencerRuntime::WellFired::StopSequenceButton__Start_c__AnonStorey7::__m__31_625(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4804760)(this, sequence_); } void DLL2SDK::usequencerRuntime::WellFired::StopSequenceButton__Start_c__AnonStorey7::__m__32_626(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4804790)(this, sequence_); } void DLL2SDK::usequencerRuntime::WellFired::StopSequenceButton__Start_c__AnonStorey7::__m__33_627(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48047C0)(this, sequence_); } void DLL2SDK::usequencerRuntime::WellFired::StopSequenceButton__Start_c__AnonStorey7::__m__34_628(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48047F0)(this, sequence_); } bool DLL2SDK::usequencerRuntime::WellFired::USRuntimeUtility::CanPlaySequence_633(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4800BDC)(sequence_); } bool DLL2SDK::usequencerRuntime::WellFired::USRuntimeUtility::CanPauseSequence_634(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FF8FC)(sequence_); } bool DLL2SDK::usequencerRuntime::WellFired::USRuntimeUtility::CanStopSequence_635(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480472C)(sequence_); } bool DLL2SDK::usequencerRuntime::WellFired::USRuntimeUtility::CanSkipSequence_636(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480303C)(sequence_); } bool DLL2SDK::usequencerRuntime::WellFired::USRuntimeUtility::IsObserverTimeline_637(DLL2SDK::UnityEngine::UnityEngine::Transform* transform_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4815504)(transform_); } bool DLL2SDK::usequencerRuntime::WellFired::USRuntimeUtility::IsObserverContainer_638(DLL2SDK::UnityEngine::UnityEngine::Transform* transform_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48155E0)(transform_); } bool DLL2SDK::usequencerRuntime::WellFired::USRuntimeUtility::IsTimelineContainer_639(DLL2SDK::UnityEngine::UnityEngine::Transform* transform_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48157D8)(transform_); } bool DLL2SDK::usequencerRuntime::WellFired::USRuntimeUtility::IsTimeline_640(DLL2SDK::UnityEngine::UnityEngine::Transform* transform_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48158B4)(transform_); } bool DLL2SDK::usequencerRuntime::WellFired::USRuntimeUtility::IsEventTimeline_641(DLL2SDK::UnityEngine::UnityEngine::Transform* transform_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4815990)(transform_); } bool DLL2SDK::usequencerRuntime::WellFired::USRuntimeUtility::IsPropertyTimeline_642(DLL2SDK::UnityEngine::UnityEngine::Transform* transform_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4815A6C)(transform_); } bool DLL2SDK::usequencerRuntime::WellFired::USRuntimeUtility::IsEvent_643(DLL2SDK::UnityEngine::UnityEngine::Transform* transform_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4815B48)(transform_); } int32_t DLL2SDK::usequencerRuntime::WellFired::USRuntimeUtility::GetNumberOfTimelinesOfType_644(DLL2SDK::mscorlib::System::Type* type_, DLL2SDK::usequencerRuntime::WellFired::USTimelineContainer* timelineContainer_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4815C24)(type_, timelineContainer_); } bool DLL2SDK::usequencerRuntime::WellFired::USRuntimeUtility::HasPropertyTimeline_645(DLL2SDK::UnityEngine::UnityEngine::Transform* transform_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4815C70)(transform_); } bool DLL2SDK::usequencerRuntime::WellFired::USRuntimeUtility::HasObserverTimeline_646(DLL2SDK::UnityEngine::UnityEngine::Transform* transform_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4815D78)(transform_); } bool DLL2SDK::usequencerRuntime::WellFired::USRuntimeUtility::HasTimelineContainerWithAffectedObject_647(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_, DLL2SDK::UnityEngine::UnityEngine::Transform* affectedObject_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4815E84)(sequence_, affectedObject_); } void DLL2SDK::usequencerRuntime::WellFired::USRuntimeUtility::CreateAndAttachObserver_648(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4816048)(sequence_); } void DLL2SDK::usequencerRuntime::WellFired::USRuntimeUtility::StartRecordingSequence_649(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_, DLL2SDK::mscorlib::System::String* capturePath_, int32_t captureFramerate_, int32_t upScaleAmount_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48165D0)(sequence_, capturePath_, captureFramerate_, upScaleAmount_); } void DLL2SDK::usequencerRuntime::WellFired::USRuntimeUtility::StopRecordingSequence_650() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4816814)(); } DLL2SDK::usequencerRuntime::WellFired::USRecordSequence* DLL2SDK::usequencerRuntime::WellFired::USRuntimeUtility::GetOrSpawnRecorder_651() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481662C)(); } float DLL2SDK::usequencerRuntime::WellFired::USRuntimeUtility::FindNextKeyframeTime_652(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481692C)(sequence_); } DLL2SDK::mscorlib::System::String* DLL2SDK::usequencerRuntime::WellFired::USRuntimeUtility::ConvertToSerializableName_653(DLL2SDK::mscorlib::System::String* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480A260)(value_); } float DLL2SDK::usequencerRuntime::WellFired::USRuntimeUtility::FindPrevKeyframeTime_654(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4816F9C)(sequence_); } void DLL2SDK::usequencerRuntime::WellFired::USGameObjectUtils::_ctor_629() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48058C4)(this); } void DLL2SDK::usequencerRuntime::WellFired::USGameObjectUtils::ToggleObjectActive_630(DLL2SDK::UnityEngine::UnityEngine::GameObject* GO_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48058CC)(GO_); } void DLL2SDK::usequencerRuntime::WellFired::USGameObjectUtils::SetObjectActive_631(DLL2SDK::UnityEngine::UnityEngine::GameObject* GO_, bool active_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4805930)(GO_, active_); } bool DLL2SDK::usequencerRuntime::WellFired::USGameObjectUtils::IsObjectActive_632(DLL2SDK::UnityEngine::UnityEngine::GameObject* GO_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4805904)(GO_); } void DLL2SDK::usequencerRuntime::WellFired::StopSequenceButton::_ctor_619() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4803B30)(this); } void DLL2SDK::usequencerRuntime::WellFired::StopSequenceButton::Start_620() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4803B40)(this); } void DLL2SDK::usequencerRuntime::WellFired::StopSequenceButton::StopSequence_621() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480442C)(this); } void DLL2SDK::usequencerRuntime::WellFired::SkipSequenceButton::_ctor_609() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4802628)(this); } void DLL2SDK::usequencerRuntime::WellFired::SkipSequenceButton::Start_610() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4802638)(this); } void DLL2SDK::usequencerRuntime::WellFired::SkipSequenceButton::SkipSequence_611() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4802F30)(this); } void DLL2SDK::usequencerRuntime::WellFired::SequencePreviewer::_ctor_604() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48022B4)(this); } void DLL2SDK::usequencerRuntime::WellFired::SequencePreviewer::Start_605() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48022BC)(this); } void DLL2SDK::usequencerRuntime::WellFired::SequencePreviewer::SetRunningTime_606(float runningTime_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480252C)(this, runningTime_); } void DLL2SDK::usequencerRuntime::WellFired::SequencePreviewer::Update_607() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4802564)(this); } void DLL2SDK::usequencerRuntime::WellFired::SequencePreviewer::_Start_m__28_608(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4802624)(this, value_); } void DLL2SDK::usequencerRuntime::WellFired::ReplaySequenceButton::_ctor_594() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4801870)(this); } void DLL2SDK::usequencerRuntime::WellFired::ReplaySequenceButton::Start_595() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4801880)(this); } void DLL2SDK::usequencerRuntime::WellFired::ReplaySequenceButton::RunningTimeUpdated_596(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480204C)(this, sequence_); } void DLL2SDK::usequencerRuntime::WellFired::ReplaySequenceButton::PlaySequence_597() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4802178)(this); } void DLL2SDK::usequencerRuntime::WellFired::PlaySequenceButton::_ctor_583() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48001A8)(this); } void DLL2SDK::usequencerRuntime::WellFired::PlaySequenceButton::Start_584() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48001B8)(this); } void DLL2SDK::usequencerRuntime::WellFired::PlaySequenceButton::RunningTimeUpdated_585(DLL2SDK::usequencerRuntime::WellFired::USSequencer* sequence_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4800AB0)(this, sequence_); } void DLL2SDK::usequencerRuntime::WellFired::PlaySequenceButton::PlaySequence_586() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4800C24)(this); } void DLL2SDK::usequencerRuntime::WellFired::PlayPauseSequenceToggleButton::_ctor_578() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FFA10)(this); } void DLL2SDK::usequencerRuntime::WellFired::PlayPauseSequenceToggleButton::Start_579() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FFAB0)(this); } void DLL2SDK::usequencerRuntime::WellFired::PlayPauseSequenceToggleButton::Update_580() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FFD20)(this); } void DLL2SDK::usequencerRuntime::WellFired::PlayPauseSequenceToggleButton::ToggleSequence_581() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FFD88)(this); } void DLL2SDK::usequencerRuntime::WellFired::PlayPauseSequenceToggleButton::_Start_m__1C_582() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48001A4)(this); } void DLL2SDK::usequencerRuntime::WellFired::PauseSequenceButton::_ctor_568() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FEE80)(this); } void DLL2SDK::usequencerRuntime::WellFired::PauseSequenceButton::Start_569() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FEE90)(this); } void DLL2SDK::usequencerRuntime::WellFired::PauseSequenceButton::PauseSequence_570() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FF798)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineBase::_ctor_419() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4819A9C)(this); } DLL2SDK::UnityEngine::UnityEngine::Transform* DLL2SDK::usequencerRuntime::WellFired::USTimelineBase::get_AffectedObject_420() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481870C)(this); } DLL2SDK::usequencerRuntime::WellFired::USTimelineContainer* DLL2SDK::usequencerRuntime::WellFired::USTimelineBase::get_TimelineContainer_421() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48051B0)(this); } DLL2SDK::usequencerRuntime::WellFired::USSequencer* DLL2SDK::usequencerRuntime::WellFired::USTimelineBase::get_Sequence_422() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48050A4)(this); } bool DLL2SDK::usequencerRuntime::WellFired::USTimelineBase::get_ShouldRenderGizmos_423() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481D240)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineBase::set_ShouldRenderGizmos_424(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481D248)(this, value_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineBase::StopTimeline_425() { const VirtualInvokeData& Data = this->ClassPtr->VTable[4]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineBase::StartTimeline_426() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineBase::EndTimeline_427() { const VirtualInvokeData& Data = this->ClassPtr->VTable[6]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineBase::PauseTimeline_428() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineBase::ResumeTimeline_429() { const VirtualInvokeData& Data = this->ClassPtr->VTable[8]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineBase::SkipTimelineTo_430(float time_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[9]; return reinterpret_cast(Data.methodPtr)(this, time_, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineBase::Process_431(float sequencerTime_, float playbackRate_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[10]; return reinterpret_cast(Data.methodPtr)(this, sequencerTime_, playbackRate_, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineBase::ManuallySetTime_432(float sequencerTime_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[11]; return reinterpret_cast(Data.methodPtr)(this, sequencerTime_, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineBase::LateBindAffectedObjectInScene_433(DLL2SDK::UnityEngine::UnityEngine::Transform* newAffectedObject_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[12]; return reinterpret_cast(Data.methodPtr)(this, newAffectedObject_, Data.method); } DLL2SDK::mscorlib::System::String* DLL2SDK::usequencerRuntime::WellFired::USTimelineBase::GetJson_434() { const VirtualInvokeData& Data = this->ClassPtr->VTable[13]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineBase::ResetCachedData_435() { const VirtualInvokeData& Data = this->ClassPtr->VTable[14]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObserver::_ctor_524() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48210D0)(this); } DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe* DLL2SDK::usequencerRuntime::WellFired::USTimelineObserver::get_CurrentlyActiveKeyframe_525() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48211C4)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObserver::set_CurrentlyActiveKeyframe_526(DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48211CC)(this, value_); } int32_t DLL2SDK::usequencerRuntime::WellFired::USTimelineObserver::KeyframeComparer_527(DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe* a_, DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe* b_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48211D4)(this, a_, b_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObserver::StopTimeline_528() { const VirtualInvokeData& Data = this->ClassPtr->VTable[4]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObserver::PauseTimeline_529() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObserver::ResumeTimeline_530() { const VirtualInvokeData& Data = this->ClassPtr->VTable[8]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObserver::StartTimeline_531() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObserver::DisableAllCameras_532() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4821D9C)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObserver::ManuallySetTime_533(float sequencerTime_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[11]; return reinterpret_cast(Data.methodPtr)(this, sequencerTime_, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObserver::SkipTimelineTo_534(float time_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[9]; return reinterpret_cast(Data.methodPtr)(this, time_, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObserver::Process_535(float sequencerTime_, float playbackRate_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[10]; return reinterpret_cast(Data.methodPtr)(this, sequencerTime_, playbackRate_, Data.method); } DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe* DLL2SDK::usequencerRuntime::WellFired::USTimelineObserver::KeyframeBefore_536(DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe* currentlyActiveKeyframe_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4822BD4)(this, currentlyActiveKeyframe_); } DLL2SDK::mscorlib::System::Collections::Generic::List_1* DLL2SDK::usequencerRuntime::WellFired::USTimelineObserver::CollectAllKeyframesBetween_537(DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe* prevKeyframe_, DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe* currentKeyframe_) { return reinterpret_cast*(*)(DLL2SDK::usequencerRuntime::WellFired::USTimelineObserver*, DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe*, DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe*)>(DLL2SDK::GameAssemblyBase + 0x4822F0C)(this, prevKeyframe_, currentKeyframe_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObserver::Update_538() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x482340C)(this); } DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe* DLL2SDK::usequencerRuntime::WellFired::USTimelineObserver::AddKeyframe_539(DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe* keyframe_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4823658)(this, keyframe_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObserver::SortKeyframes_540() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4821918)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObserver::RemoveKeyframe_541(DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe* keyframe_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4823764)(this, keyframe_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObserver::SetKeyframes_542(DLL2SDK::mscorlib::System::Collections::Generic::List_1* keyframes_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x4823894)(this, keyframes_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObserver::OnEditorUndo_543() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x482389C)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObserver::OnGUI_544() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48238A0)(this); } bool DLL2SDK::usequencerRuntime::WellFired::USTimelineObserver::IsValidCamera_545(DLL2SDK::UnityEngine::UnityEngine::Camera* testCamera_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4823984)(this, testCamera_); } bool DLL2SDK::usequencerRuntime::WellFired::USTimelineObserver::ValidatePreviousSnapshot_546() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4823530)(this); } DLL2SDK::mscorlib::System::Collections::Generic::List_1* DLL2SDK::usequencerRuntime::WellFired::USTimelineObserver::AllValidCameras_547() { return reinterpret_cast*(*)(DLL2SDK::usequencerRuntime::WellFired::USTimelineObserver*)>(DLL2SDK::GameAssemblyBase + 0x4822094)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObserver::CreateSnapshot_548() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4821A0C)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObserver::RevertToSnapshot_549() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4821490)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObserver::FixCameraReferences_550() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4823B98)(this); } bool DLL2SDK::usequencerRuntime::WellFired::USTimelineObserver::_AllValidCameras_m__15_551(DLL2SDK::UnityEngine::UnityEngine::Camera* camera_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4823F38)(this, camera_); } void DLL2SDK::usequencerRuntime::WellFired::LerpedQuaternion::_ctor_309(DLL2SDK::UnityEngine::UnityEngine::Quaternion quaternion_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FE144)(this, quaternion_); } float DLL2SDK::usequencerRuntime::WellFired::LerpedQuaternion::get_x_310() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FE168)(this); } void DLL2SDK::usequencerRuntime::WellFired::LerpedQuaternion::set_x_311(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FE230)(this, value_); } float DLL2SDK::usequencerRuntime::WellFired::LerpedQuaternion::get_y_312() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FE238)(this); } void DLL2SDK::usequencerRuntime::WellFired::LerpedQuaternion::set_y_313(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FE2A0)(this, value_); } float DLL2SDK::usequencerRuntime::WellFired::LerpedQuaternion::get_z_314() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FE2A8)(this); } void DLL2SDK::usequencerRuntime::WellFired::LerpedQuaternion::set_z_315(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FE310)(this, value_); } float DLL2SDK::usequencerRuntime::WellFired::LerpedQuaternion::get_w_316() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FE318)(this); } void DLL2SDK::usequencerRuntime::WellFired::LerpedQuaternion::set_w_317(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FE378)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::usequencerRuntime::WellFired::LerpedQuaternion::get_SmoothValue_318() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FE450)(this); } void DLL2SDK::usequencerRuntime::WellFired::LerpedQuaternion::set_SmoothValue_319(DLL2SDK::UnityEngine::UnityEngine::Quaternion value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FE464)(this, value_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineEvent::_ctor_453() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481DC20)(this); } int32_t DLL2SDK::usequencerRuntime::WellFired::USTimelineEvent::get_EventCount_454() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481DC28)(this); } DLL2SDK::Array* DLL2SDK::usequencerRuntime::WellFired::USTimelineEvent::get_Events_455() { return reinterpret_cast*(*)(DLL2SDK::usequencerRuntime::WellFired::USTimelineEvent*)>(DLL2SDK::GameAssemblyBase + 0x48183BC)(this); } DLL2SDK::usequencerRuntime::WellFired::USEventBase* DLL2SDK::usequencerRuntime::WellFired::USTimelineEvent::Event_456(int32_t index_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481DC58)(this, index_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineEvent::StopTimeline_457() { const VirtualInvokeData& Data = this->ClassPtr->VTable[4]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineEvent::PauseTimeline_458() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineEvent::ResumeTimeline_459() { const VirtualInvokeData& Data = this->ClassPtr->VTable[8]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineEvent::SkipTimelineTo_460(float time_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[9]; return reinterpret_cast(Data.methodPtr)(this, time_, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineEvent::Process_461(float sequencerTime_, float playbackRate_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[10]; return reinterpret_cast(Data.methodPtr)(this, sequencerTime_, playbackRate_, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineEvent::FireEvent_462(DLL2SDK::usequencerRuntime::WellFired::USEventBase* baseEvent_, float prevElapsedTime_, float elapsedTime_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481EBFC)(this, baseEvent_, prevElapsedTime_, elapsedTime_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineEvent::FireEventReverse_463(DLL2SDK::usequencerRuntime::WellFired::USEventBase* baseEvent_, float prevElapsedTime_, float elapsedTime_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481ED2C)(this, baseEvent_, prevElapsedTime_, elapsedTime_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineEvent::FireEventCommon_464(DLL2SDK::usequencerRuntime::WellFired::USEventBase* baseEvent_, float sequencerTime_, float prevElapsedTime_, float elapsedTime_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481ED30)(this, baseEvent_, sequencerTime_, prevElapsedTime_, elapsedTime_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineEvent::ManuallySetTime_465(float sequencerTime_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[11]; return reinterpret_cast(Data.methodPtr)(this, sequencerTime_, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineEvent::AddNewEvent_466(DLL2SDK::usequencerRuntime::WellFired::USEventBase* sequencerEvent_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481F488)(this, sequencerEvent_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineEvent::RemoveAndDestroyEvent_467(DLL2SDK::UnityEngine::UnityEngine::Transform* sequencerEvent_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481F5A0)(this, sequencerEvent_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineEvent::SortEvents_468() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481F4E4)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineEvent::ResetCachedData_469() { const VirtualInvokeData& Data = this->ClassPtr->VTable[14]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } int32_t DLL2SDK::usequencerRuntime::WellFired::USTimelineEvent::_Process_m__13_470(DLL2SDK::usequencerRuntime::WellFired::USEventBase* a_, DLL2SDK::usequencerRuntime::WellFired::USEventBase* b_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481F708)(a_, b_); } int32_t DLL2SDK::usequencerRuntime::WellFired::USTimelineEvent::_Process_m__14_471(DLL2SDK::usequencerRuntime::WellFired::USEventBase* a_, DLL2SDK::usequencerRuntime::WellFired::USEventBase* b_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481F754)(a_, b_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineContainer::_ctor_436() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481D310)(this); } int32_t DLL2SDK::usequencerRuntime::WellFired::USTimelineContainer::Comparer_437(DLL2SDK::usequencerRuntime::WellFired::USTimelineContainer* a_, DLL2SDK::usequencerRuntime::WellFired::USTimelineContainer* b_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481D320)(a_, b_); } DLL2SDK::UnityEngine::UnityEngine::Transform* DLL2SDK::usequencerRuntime::WellFired::USTimelineContainer::get_AffectedObject_438() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48053C0)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineContainer::set_AffectedObject_439(DLL2SDK::UnityEngine::UnityEngine::Transform* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4818AE0)(this, value_); } DLL2SDK::usequencerRuntime::WellFired::USSequencer* DLL2SDK::usequencerRuntime::WellFired::USTimelineContainer::get_Sequence_440() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481D130)(this); } DLL2SDK::Array* DLL2SDK::usequencerRuntime::WellFired::USTimelineContainer::get_Timelines_441() { return reinterpret_cast*(*)(DLL2SDK::usequencerRuntime::WellFired::USTimelineContainer*)>(DLL2SDK::GameAssemblyBase + 0x4815744)(this); } int32_t DLL2SDK::usequencerRuntime::WellFired::USTimelineContainer::get_Index_442() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4818BD0)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineContainer::set_Index_443(int32_t value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48165C8)(this, value_); } DLL2SDK::mscorlib::System::String* DLL2SDK::usequencerRuntime::WellFired::USTimelineContainer::get_AffectedObjectPath_444() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481D4B8)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineContainer::set_AffectedObjectPath_445(DLL2SDK::mscorlib::System::String* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481D4C0)(this, value_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineContainer::Start_446() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481D4C8)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineContainer::AddNewTimeline_447(DLL2SDK::usequencerRuntime::WellFired::USTimelineBase* timeline_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481DBD4)(this, timeline_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineContainer::ProcessTimelines_448(float sequencerTime_, float playbackRate_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4817BB8)(this, sequencerTime_, playbackRate_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineContainer::SkipTimelineTo_449(float sequencerTime_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481940C)(this, sequencerTime_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineContainer::ManuallySetTime_450(float sequencerTime_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4817B38)(this, sequencerTime_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineContainer::RenameTimelineContainer_451() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481D36C)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineContainer::ResetCachedData_452() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48195E0)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimationGameRunner::_ctor_401() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481BA50)(this); } DLL2SDK::UnityEngine::UnityEngine::Animator* DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimationGameRunner::get_Animator_402() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481BB5C)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimationGameRunner::set_Animator_403(DLL2SDK::UnityEngine::UnityEngine::Animator* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4819DEC)(this, value_); } DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimation* DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimationGameRunner::get_AnimationTimeline_404() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481BB64)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimationGameRunner::set_AnimationTimeline_405(DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimation* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4819DF4)(this, value_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimationGameRunner::Stop_406() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481A818)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimationGameRunner::Process_407(float sequenceTime_, float playbackRate_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481B014)(this, sequenceTime_, playbackRate_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimationGameRunner::PauseTimeline_408() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481B688)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimationGameRunner::SortNewProcessingClips_409(float sequenceTime_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481BDBC)(this, sequenceTime_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimationGameRunner::SortClipsAtTime_410(float sequenceTime_, DLL2SDK::mscorlib::System::Collections::Generic::IEnumerable_1* sortInto_, DLL2SDK::usequencerRuntime::WellFired::AnimationClipData_StateCheck* stateCheck_) { return reinterpret_cast*, DLL2SDK::usequencerRuntime::WellFired::AnimationClipData_StateCheck*)>(DLL2SDK::GameAssemblyBase + 0x481BB6C)(this, sequenceTime_, sortInto_, stateCheck_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimationGameRunner::PlayClip_411(DLL2SDK::usequencerRuntime::WellFired::AnimationClipData* clipToPlay_, int32_t layer_, float sequenceTime_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481CD70)(this, clipToPlay_, layer_, sequenceTime_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimationGameRunner::SanityCheckClipData_412() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481C478)(this); } float DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimationGameRunner::_SortNewProcessingClips_m__D_413(DLL2SDK::usequencerRuntime::WellFired::AnimationClipData* processingClip_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481CED4)(processingClip_); } DLL2SDK::mscorlib::System::Collections::Generic::IEnumerable_1* DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimationGameRunner::_SanityCheckClipData_m__E_414(DLL2SDK::usequencerRuntime::WellFired::AnimationTrack* animationTrack_) { return reinterpret_cast*(*)(DLL2SDK::usequencerRuntime::WellFired::AnimationTrack*)>(DLL2SDK::GameAssemblyBase + 0x481CEF4)(animationTrack_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimationEditorRunner::_ctor_391() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481B7D4)(this); } DLL2SDK::UnityEngine::UnityEngine::Animator* DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimationEditorRunner::get_Animator_392() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481B898)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimationEditorRunner::set_Animator_393(DLL2SDK::UnityEngine::UnityEngine::Animator* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4819CC8)(this, value_); } DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimation* DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimationEditorRunner::get_AnimationTimeline_394() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481B8A0)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimationEditorRunner::set_AnimationTimeline_395(DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimation* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4819CD0)(this, value_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimationEditorRunner::Stop_396() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481A940)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimationEditorRunner::Process_397(float sequenceTime_, float playbackRate_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481A9BC)(this, sequenceTime_, playbackRate_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimationEditorRunner::PauseTimeline_398() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481B658)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimationEditorRunner::PlayClip_399(DLL2SDK::usequencerRuntime::WellFired::AnimationClipData* clipToPlay_, int32_t layer_, float sequenceTime_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481B8A8)(this, clipToPlay_, layer_, sequenceTime_); } int32_t DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimationEditorRunner::_Process_m__C_400(DLL2SDK::usequencerRuntime::WellFired::AnimationClipData* x_, DLL2SDK::usequencerRuntime::WellFired::AnimationClipData* y_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481BA04)(x_, y_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimation::_ctor_376() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4819988)(this); } DLL2SDK::mscorlib::System::Collections::Generic::List_1* DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimation::get_AnimationTracks_377() { return reinterpret_cast*(*)(DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimation*)>(DLL2SDK::GameAssemblyBase + 0x4819AA4)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimation::set_AnimationTracks_378(DLL2SDK::mscorlib::System::Collections::Generic::List_1* value_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x4819AAC)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::Animator* DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimation::get_Animator_379() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4819AB4)(this); } DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimationEditorRunner* DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimation::get_EditorRunner_380() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4819BB4)(this); } DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimationGameRunner* DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimation::get_GameRunner_381() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4819CD8)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimation::StartTimeline_382() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimation::StopTimeline_383() { const VirtualInvokeData& Data = this->ClassPtr->VTable[4]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimation::EndTimeline_384() { const VirtualInvokeData& Data = this->ClassPtr->VTable[6]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimation::ResetAnimation_385() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481A538)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimation::Process_386(float sequenceTime_, float playbackRate_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[10]; return reinterpret_cast(Data.methodPtr)(this, sequenceTime_, playbackRate_, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimation::PauseTimeline_387() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimation::AddTrack_388(DLL2SDK::usequencerRuntime::WellFired::AnimationTrack* animationTrack_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481B68C)(this, animationTrack_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimation::RemoveTrack_389(DLL2SDK::usequencerRuntime::WellFired::AnimationTrack* animationTrack_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481B72C)(this, animationTrack_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimation::SetTracks_390(DLL2SDK::mscorlib::System::Collections::Generic::List_1* animationTracks_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x481B7CC)(this, animationTracks_); } void DLL2SDK::usequencerRuntime::WellFired::AbstractSplineSolver::_ctor_344() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FB2C0)(this); } DLL2SDK::mscorlib::System::Collections::Generic::List_1* DLL2SDK::usequencerRuntime::WellFired::AbstractSplineSolver::get_Nodes_345() { return reinterpret_cast*(*)(DLL2SDK::usequencerRuntime::WellFired::AbstractSplineSolver*)>(DLL2SDK::GameAssemblyBase + 0x47FB2C8)(this); } void DLL2SDK::usequencerRuntime::WellFired::AbstractSplineSolver::set_Nodes_346(DLL2SDK::mscorlib::System::Collections::Generic::List_1* value_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x47FB2D0)(this, value_); } float DLL2SDK::usequencerRuntime::WellFired::AbstractSplineSolver::get_PathLength_347() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FB2D8)(this); } void DLL2SDK::usequencerRuntime::WellFired::AbstractSplineSolver::set_PathLength_348(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FB2E0)(this, value_); } void DLL2SDK::usequencerRuntime::WellFired::AbstractSplineSolver::OnEnable_349() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FB2E8)(this); } void DLL2SDK::usequencerRuntime::WellFired::AbstractSplineSolver::Build_350() { const VirtualInvokeData& Data = this->ClassPtr->VTable[4]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::usequencerRuntime::WellFired::AbstractSplineSolver::GetPositionOnPath_351(float time_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, time_, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::AbstractSplineSolver::Reverse_352() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FB958)(this); } void DLL2SDK::usequencerRuntime::WellFired::AbstractSplineSolver::OnInternalDrawGizmos_353(DLL2SDK::UnityEngine::UnityEngine::Color splineColor_, float displayResolution_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FB9F0)(this, splineColor_, displayResolution_); } void DLL2SDK::usequencerRuntime::WellFired::LinearSplineSolver::_ctor_365() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FE488)(this); } void DLL2SDK::usequencerRuntime::WellFired::LinearSplineSolver::Build_366() { const VirtualInvokeData& Data = this->ClassPtr->VTable[4]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::LinearSplineSolver::Close_367() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::usequencerRuntime::WellFired::LinearSplineSolver::GetPosition_368(float time_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[8]; return reinterpret_cast(Data.methodPtr)(this, time_, Data.method); } DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::usequencerRuntime::WellFired::LinearSplineSolver::GetPositionOnPath_369(float time_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, time_, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::LinearSplineSolver::Display_370(DLL2SDK::UnityEngine::UnityEngine::Color splineColor_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[6]; return reinterpret_cast(Data.methodPtr)(this, splineColor_, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::CubicBezierSplineSolver::_ctor_361(DLL2SDK::mscorlib::System::Collections::Generic::List_1* nodes_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x47FDA6C)(this, nodes_); } void DLL2SDK::usequencerRuntime::WellFired::CubicBezierSplineSolver::Close_362() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::usequencerRuntime::WellFired::CubicBezierSplineSolver::GetPosition_363(float time_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[8]; return reinterpret_cast(Data.methodPtr)(this, time_, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::CubicBezierSplineSolver::Display_364(DLL2SDK::UnityEngine::UnityEngine::Color splineColor_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[6]; return reinterpret_cast(Data.methodPtr)(this, splineColor_, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::CatmullRomSplineSolver::_ctor_357(DLL2SDK::mscorlib::System::Collections::Generic::List_1* nodes_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x47FC7E4)(this, nodes_); } void DLL2SDK::usequencerRuntime::WellFired::CatmullRomSplineSolver::Close_358() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::usequencerRuntime::WellFired::CatmullRomSplineSolver::GetPosition_359(float time_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[8]; return reinterpret_cast(Data.methodPtr)(this, time_, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::CatmullRomSplineSolver::Display_360(DLL2SDK::UnityEngine::UnityEngine::Color splineColor_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[6]; return reinterpret_cast(Data.methodPtr)(this, splineColor_, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::SplineKeyframe::_ctor_341() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FD0A8)(this); } DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::usequencerRuntime::WellFired::SplineKeyframe::get_Position_342() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FD094)(this); } void DLL2SDK::usequencerRuntime::WellFired::SplineKeyframe::set_Position_343(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FD0EC)(this, value_); } void DLL2SDK::usequencerRuntime::WellFired::Spline::_ctor_320() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4803134)(this); } int32_t DLL2SDK::usequencerRuntime::WellFired::Spline::get_CurrentSegment_321() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4803188)(this); } void DLL2SDK::usequencerRuntime::WellFired::Spline::set_CurrentSegment_322(int32_t value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4803190)(this, value_); } bool DLL2SDK::usequencerRuntime::WellFired::Spline::get_IsClosed_323() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4803198)(this); } void DLL2SDK::usequencerRuntime::WellFired::Spline::set_IsClosed_324(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48031A0)(this, value_); } bool DLL2SDK::usequencerRuntime::WellFired::Spline::get_IsReversed_325() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48031A8)(this); } void DLL2SDK::usequencerRuntime::WellFired::Spline::set_IsReversed_326(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48031B0)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::usequencerRuntime::WellFired::Spline::get_SplineColor_327() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48031B8)(this); } void DLL2SDK::usequencerRuntime::WellFired::Spline::set_SplineColor_328(DLL2SDK::UnityEngine::UnityEngine::Color value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48031C8)(this, value_); } float DLL2SDK::usequencerRuntime::WellFired::Spline::get_DisplayResolution_329() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48031E0)(this); } void DLL2SDK::usequencerRuntime::WellFired::Spline::set_DisplayResolution_330(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48031E8)(this, value_); } DLL2SDK::mscorlib::System::Collections::Generic::List_1* DLL2SDK::usequencerRuntime::WellFired::Spline::get_Nodes_331() { return reinterpret_cast*(*)(DLL2SDK::usequencerRuntime::WellFired::Spline*)>(DLL2SDK::GameAssemblyBase + 0x48031F0)(this); } DLL2SDK::usequencerRuntime::WellFired::AbstractSplineSolver* DLL2SDK::usequencerRuntime::WellFired::Spline::get_SplineSolver_332() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4803214)(this); } void DLL2SDK::usequencerRuntime::WellFired::Spline::set_SplineSolver_333(DLL2SDK::usequencerRuntime::WellFired::AbstractSplineSolver* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480321C)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::usequencerRuntime::WellFired::Spline::get_LastNode_334() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4803224)(this); } void DLL2SDK::usequencerRuntime::WellFired::Spline::BuildFromKeyframes_335(DLL2SDK::mscorlib::System::Collections::Generic::List_1* keyframes_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x48032FC)(this, keyframes_); } DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::usequencerRuntime::WellFired::Spline::GetPosition_336(float time_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48037B8)(this, time_); } DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::usequencerRuntime::WellFired::Spline::GetPositionOnPath_337(float time_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48037EC)(this, time_); } void DLL2SDK::usequencerRuntime::WellFired::Spline::Close_338() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480391C)(this); } void DLL2SDK::usequencerRuntime::WellFired::Spline::Reverse_339() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4803A08)(this); } void DLL2SDK::usequencerRuntime::WellFired::Spline::OnDrawGizmos_340() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4803A40)(this); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer::_ctor_242() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4817608)(this); } int32_t DLL2SDK::usequencerRuntime::WellFired::USSequencer::get_Version_243() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4817AAC)(this); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer::set_Version_244(int32_t value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4817AB4)(this, value_); } DLL2SDK::mscorlib::System::Collections::Generic::List_1* DLL2SDK::usequencerRuntime::WellFired::USSequencer::get_ObservedObjects_245() { return reinterpret_cast*(*)(DLL2SDK::usequencerRuntime::WellFired::USSequencer*)>(DLL2SDK::GameAssemblyBase + 0x4817ABC)(this); } float DLL2SDK::usequencerRuntime::WellFired::USSequencer::get_Duration_246() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FFDF8)(this); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer::set_Duration_247(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4817AC4)(this, value_); } bool DLL2SDK::usequencerRuntime::WellFired::USSequencer::get_IsPlaying_248() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FF77C)(this); } bool DLL2SDK::usequencerRuntime::WellFired::USSequencer::get_IsLopping_249() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4817AE4)(this); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer::set_IsLopping_250(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4817AEC)(this, value_); } bool DLL2SDK::usequencerRuntime::WellFired::USSequencer::get_IsPingPonging_251() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4817AF4)(this); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer::set_IsPingPonging_252(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4817AFC)(this, value_); } bool DLL2SDK::usequencerRuntime::WellFired::USSequencer::get_IsComplete_253() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4817B04)(this); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer::set_IsComplete_254(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4817B34)(this, value_); } float DLL2SDK::usequencerRuntime::WellFired::USSequencer::get_RunningTime_255() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FFDF0)(this); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer::set_RunningTime_256(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FFE00)(this, value_); } float DLL2SDK::usequencerRuntime::WellFired::USSequencer::get_PlaybackRate_257() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4817BB0)(this); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer::set_PlaybackRate_258(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4817CF8)(this, value_); } float DLL2SDK::usequencerRuntime::WellFired::USSequencer::get_MinPlaybackRate_259() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4817DCC)(this); } float DLL2SDK::usequencerRuntime::WellFired::USSequencer::get_MaxPlaybackRate_260() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4817DD4)(this); } bool DLL2SDK::usequencerRuntime::WellFired::USSequencer::get_HasSequenceBeenStarted_261() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4817DDC)(this); } DLL2SDK::Array* DLL2SDK::usequencerRuntime::WellFired::USSequencer::get_TimelineContainers_262() { return reinterpret_cast*(*)(DLL2SDK::usequencerRuntime::WellFired::USSequencer*)>(DLL2SDK::GameAssemblyBase + 0x4815FB4)(this); } DLL2SDK::Array* DLL2SDK::usequencerRuntime::WellFired::USSequencer::get_SortedTimelineContainers_263() { return reinterpret_cast*(*)(DLL2SDK::usequencerRuntime::WellFired::USSequencer*)>(DLL2SDK::GameAssemblyBase + 0x4817DF0)(this); } int32_t DLL2SDK::usequencerRuntime::WellFired::USSequencer::get_TimelineContainerCount_264() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4817ED4)(this); } int32_t DLL2SDK::usequencerRuntime::WellFired::USSequencer::get_ObservedObjectCount_265() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4817EF8)(this); } bool DLL2SDK::usequencerRuntime::WellFired::USSequencer::get_UpdateOnFixedUpdate_266() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4817F90)(this); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer::set_UpdateOnFixedUpdate_267(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4817F98)(this, value_); } float DLL2SDK::usequencerRuntime::WellFired::USSequencer::get_SequenceUpdateRate_268() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4817FA0)(); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer::OnDestroy_269() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4817FCC)(this); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer::Start_270() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4818054)(this); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer::TogglePlayback_271() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48186F8)(this); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer::Play_272() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FFF88)(this); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer::Pause_273() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FF7C0)(this); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer::Stop_274() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4804454)(this); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer::End_275() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4818734)(this); } DLL2SDK::usequencerRuntime::WellFired::USTimelineContainer* DLL2SDK::usequencerRuntime::WellFired::USSequencer::CreateNewTimelineContainer_276(DLL2SDK::UnityEngine::UnityEngine::Transform* affectedObject_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48188EC)(this, affectedObject_); } bool DLL2SDK::usequencerRuntime::WellFired::USSequencer::HasTimelineContainerFor_277(DLL2SDK::UnityEngine::UnityEngine::Transform* affectedObject_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4818BD8)(this, affectedObject_); } DLL2SDK::usequencerRuntime::WellFired::USTimelineContainer* DLL2SDK::usequencerRuntime::WellFired::USSequencer::GetTimelineContainerFor_278(DLL2SDK::UnityEngine::UnityEngine::Transform* affectedObject_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4818D00)(this, affectedObject_); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer::DeleteTimelineContainer_279(DLL2SDK::usequencerRuntime::WellFired::USTimelineContainer* timelineContainer_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4818E30)(this, timelineContainer_); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer::RemoveObservedObject_280(DLL2SDK::UnityEngine::UnityEngine::Transform* observedObject_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4818EFC)(this, observedObject_); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer::SkipTimelineTo_281(float time_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4802F88)(this, time_); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer::SetPlaybackRate_282(float rate_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4818FD4)(this, rate_); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer::SetPlaybackTime_283(float time_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4818FD8)(this, time_); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer::UpdateSequencer_284(float deltaTime_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4818FDC)(this, deltaTime_); } DLL2SDK::mscorlib::System::Collections::IEnumerator* DLL2SDK::usequencerRuntime::WellFired::USSequencer::UpdateSequencerCoroutine_285() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4819484)(this); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer::FixedUpdate_286() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4819530)(this); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer::ResetCachedData_287() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4819578)(this); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer::_PlaybackStarted_m__5_288(DLL2SDK::usequencerRuntime::WellFired::USSequencer* a0_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4819658)(a0_); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer::_PlaybackStopped_m__6_289(DLL2SDK::usequencerRuntime::WellFired::USSequencer* a0_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481965C)(a0_); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer::_PlaybackPaused_m__7_290(DLL2SDK::usequencerRuntime::WellFired::USSequencer* a0_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4819660)(a0_); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer::_PlaybackFinished_m__8_291(DLL2SDK::usequencerRuntime::WellFired::USSequencer* a0_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4819664)(a0_); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer::_BeforeUpdate_m__9_292(DLL2SDK::usequencerRuntime::WellFired::USSequencer* a0_, float a1_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4819668)(a0_, a1_); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer::_AfterUpdate_m__A_293(DLL2SDK::usequencerRuntime::WellFired::USSequencer* a0_, float a1_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481966C)(a0_, a1_); } void DLL2SDK::usequencerRuntime::WellFired::USSequencer::_OnRunningTimeSet_m__B_294(DLL2SDK::usequencerRuntime::WellFired::USSequencer* a0_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4819670)(a0_); } void DLL2SDK::usequencerRuntime::WellFired::USRecordSequence::_ctor_232() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4814F9C)(this); } void DLL2SDK::usequencerRuntime::WellFired::USRecordSequence::set_CaptureFrameRate_233(int32_t value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4815070)(this, value_); } void DLL2SDK::usequencerRuntime::WellFired::USRecordSequence::set_UpscaleAmount_234(int32_t value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4815134)(this, value_); } void DLL2SDK::usequencerRuntime::WellFired::USRecordSequence::set_CapturePath_235(DLL2SDK::mscorlib::System::String* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48151F8)(this, value_); } void DLL2SDK::usequencerRuntime::WellFired::USRecordSequence::set_RecordOnStart_236(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4815200)(this, value_); } void DLL2SDK::usequencerRuntime::WellFired::USRecordSequence::Start_237() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4815208)(this); } void DLL2SDK::usequencerRuntime::WellFired::USRecordSequence::LateUpdate_238() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481521C)(this); } void DLL2SDK::usequencerRuntime::WellFired::USRecordSequence::StartRecording_239() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48154DC)(this); } void DLL2SDK::usequencerRuntime::WellFired::USRecordSequence::PauseRecording_240() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48154E8)(this); } void DLL2SDK::usequencerRuntime::WellFired::USRecordSequence::StopRecording_241() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48154F4)(this); } void DLL2SDK::usequencerRuntime::WellFired::USRecordRuntimePreferences::_cctor_208() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48128BC)(); } int32_t DLL2SDK::usequencerRuntime::WellFired::USRecordRuntimePreferences::get_SelectedPreset_209() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4812A40)(); } void DLL2SDK::usequencerRuntime::WellFired::USRecordRuntimePreferences::set_SelectedPreset_210(int32_t value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4812BB8)(value_); } DLL2SDK::mscorlib::System::String* DLL2SDK::usequencerRuntime::WellFired::USRecordRuntimePreferences::get_PresetName_211() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4812C7C)(); } void DLL2SDK::usequencerRuntime::WellFired::USRecordRuntimePreferences::set_PresetName_212(DLL2SDK::mscorlib::System::String* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4812E0C)(value_); } DLL2SDK::usequencerRuntime::WellFired::USRecord_PlayerResolution DLL2SDK::usequencerRuntime::WellFired::USRecordRuntimePreferences::get_Resolution_213() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4812214)(); } void DLL2SDK::usequencerRuntime::WellFired::USRecordRuntimePreferences::set_Resolution_214(DLL2SDK::usequencerRuntime::WellFired::USRecord_PlayerResolution value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4812ED0)(value_); } DLL2SDK::usequencerRuntime::WellFired::USRecord_FrameRate DLL2SDK::usequencerRuntime::WellFired::USRecordRuntimePreferences::get_FrameRate_215() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481250C)(); } void DLL2SDK::usequencerRuntime::WellFired::USRecordRuntimePreferences::set_FrameRate_216(DLL2SDK::usequencerRuntime::WellFired::USRecord_FrameRate value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4812F94)(value_); } DLL2SDK::usequencerRuntime::WellFired::USRecord_Upscaling DLL2SDK::usequencerRuntime::WellFired::USRecordRuntimePreferences::get_UpscaleAmount_217() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4812744)(); } void DLL2SDK::usequencerRuntime::WellFired::USRecordRuntimePreferences::set_UpscaleAmount_218(DLL2SDK::usequencerRuntime::WellFired::USRecord_Upscaling value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4813058)(value_); } DLL2SDK::mscorlib::System::String* DLL2SDK::usequencerRuntime::WellFired::USRecordRuntimePreferences::get_CapturePath_219() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481311C)(); } void DLL2SDK::usequencerRuntime::WellFired::USRecordRuntimePreferences::set_CapturePath_220(DLL2SDK::mscorlib::System::String* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48133C8)(value_); } DLL2SDK::mscorlib::System::String* DLL2SDK::usequencerRuntime::WellFired::USRecordRuntimePreferences::get_Presets_221() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481348C)(); } void DLL2SDK::usequencerRuntime::WellFired::USRecordRuntimePreferences::set_Presets_222(DLL2SDK::mscorlib::System::String* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4813604)(value_); } DLL2SDK::mscorlib::System::String* DLL2SDK::usequencerRuntime::WellFired::USRecordRuntimePreferences::GetDefaultCapturePath_223() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481329C)(); } void DLL2SDK::usequencerRuntime::WellFired::USRecordRuntimePreferences::SetNewPreset_224(int32_t newSelectedPreset_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48136C8)(newSelectedPreset_); } void DLL2SDK::usequencerRuntime::WellFired::USRecordRuntimePreferences::Reset_225() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4813DB4)(); } void DLL2SDK::usequencerRuntime::WellFired::USRecordRuntimePreferences::Destroy_226() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4813F3C)(); } DLL2SDK::mscorlib::System::Collections::Generic::List_1* DLL2SDK::usequencerRuntime::WellFired::USRecordRuntimePreferences::GetPresetInfo_227() { return reinterpret_cast*(*)()>(DLL2SDK::GameAssemblyBase + 0x481385C)(); } void DLL2SDK::usequencerRuntime::WellFired::USRecordRuntimePreferences::SaveAsNewPreset_228(DLL2SDK::mscorlib::System::String* name_, DLL2SDK::mscorlib::System::String* capturePath_, DLL2SDK::usequencerRuntime::WellFired::USRecord_Upscaling upscaleAmount_, DLL2SDK::usequencerRuntime::WellFired::USRecord_FrameRate frameRate_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48140E0)(name_, capturePath_, upscaleAmount_, frameRate_); } void DLL2SDK::usequencerRuntime::WellFired::USRecordRuntimePreferences::DeletePreset_229() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4814730)(); } void DLL2SDK::usequencerRuntime::WellFired::USRecordRuntimePreferences::SavePresets_230(DLL2SDK::mscorlib::System::Collections::Generic::List_1* presets_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x4814C94)(presets_); } DLL2SDK::mscorlib::System::String* DLL2SDK::usequencerRuntime::WellFired::USRecordRuntimePreferences::UniqifyName_231(DLL2SDK::mscorlib::System::String* name_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48143C0)(name_); } void DLL2SDK::usequencerRuntime::WellFired::PresetInfo::_ctor_199(DLL2SDK::mscorlib::System::String* name_, DLL2SDK::mscorlib::System::String* capturePath_, DLL2SDK::usequencerRuntime::WellFired::USRecord_Upscaling upscaleAmount_, DLL2SDK::usequencerRuntime::WellFired::USRecord_FrameRate framerate_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4800D98)(this, name_, capturePath_, upscaleAmount_, framerate_); } DLL2SDK::mscorlib::System::String* DLL2SDK::usequencerRuntime::WellFired::PresetInfo::get_Name_200() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4800DF0)(this); } void DLL2SDK::usequencerRuntime::WellFired::PresetInfo::set_Name_201(DLL2SDK::mscorlib::System::String* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4800DD0)(this, value_); } DLL2SDK::mscorlib::System::String* DLL2SDK::usequencerRuntime::WellFired::PresetInfo::get_CapturePath_202() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4800DF8)(this); } void DLL2SDK::usequencerRuntime::WellFired::PresetInfo::set_CapturePath_203(DLL2SDK::mscorlib::System::String* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4800DD8)(this, value_); } DLL2SDK::usequencerRuntime::WellFired::USRecord_Upscaling DLL2SDK::usequencerRuntime::WellFired::PresetInfo::get_UpscaleAmount_204() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4800E00)(this); } void DLL2SDK::usequencerRuntime::WellFired::PresetInfo::set_UpscaleAmount_205(DLL2SDK::usequencerRuntime::WellFired::USRecord_Upscaling value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4800DE0)(this, value_); } DLL2SDK::usequencerRuntime::WellFired::USRecord_FrameRate DLL2SDK::usequencerRuntime::WellFired::PresetInfo::get_FrameRate_206() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4800E08)(this); } void DLL2SDK::usequencerRuntime::WellFired::PresetInfo::set_FrameRate_207(DLL2SDK::usequencerRuntime::WellFired::USRecord_FrameRate value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4800DE8)(this, value_); } void DLL2SDK::usequencerRuntime::WellFired::USRecord::_ctor_194() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481214C)(this); } int32_t DLL2SDK::usequencerRuntime::WellFired::USRecord::GetResolutionX_195() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4812154)(); } int32_t DLL2SDK::usequencerRuntime::WellFired::USRecord::GetResolutionY_196() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481238C)(); } int32_t DLL2SDK::usequencerRuntime::WellFired::USRecord::GetFramerate_197() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481244C)(); } int32_t DLL2SDK::usequencerRuntime::WellFired::USRecord::GetUpscaleAmount_198() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4812684)(); } void DLL2SDK::usequencerRuntime::WellFired::Modification::_ctor_150(DLL2SDK::usequencerRuntime::WellFired::USInternalCurve* curve_, float newTime_, float newValue_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FEE50)(this, curve_, newTime_, newValue_); } void DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe::_ctor_129() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4808BF0)(this); } bool DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe::get_Fired_130() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4808D0C)(this); } void DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe::set_Fired_131(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4808D14)(this, value_); } void DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe::set_FireTime_132(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4808D1C)(this, value_); } float DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe::get_FireTime_133() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4808E74)(this); } float DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe::get_TransitionDuration_134() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4808E7C)(this); } void DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe::set_TransitionDuration_135(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4808EA0)(this, value_); } DLL2SDK::sharedRuntime::WellFired::Shared::TypeOfTransition DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe::get_TransitionType_136() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4808EA8)(this); } void DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe::set_TransitionType_137(DLL2SDK::sharedRuntime::WellFired::Shared::TypeOfTransition value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4808EB0)(this, value_); } DLL2SDK::sharedRuntime::WellFired::Shared::BaseTransition* DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe::get_ActiveTransition_138() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4808EB8)(this); } void DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe::set_ActiveTransition_139(DLL2SDK::sharedRuntime::WellFired::Shared::BaseTransition* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4808EC0)(this, value_); } void DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe::set_KeyframeCamera_140(DLL2SDK::UnityEngine::UnityEngine::Camera* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4808EC8)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::Camera* DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe::get_KeyframeCamera_141() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4808ED0)(this); } void DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe::set_AudioListener_142(DLL2SDK::UnityEngine::UnityEngine::AudioListener* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4808ED8)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::AudioListener* DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe::get_AudioListener_143() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4808EDC)(this); } void DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe::Fire_144(DLL2SDK::UnityEngine::UnityEngine::Camera* previousCamera_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4808FD8)(this, previousCamera_); } void DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe::UnFire_145() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4809268)(this); } void DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe::End_146() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4809358)(this); } void DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe::Revert_147() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4809388)(this); } void DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe::ProcessFromOnGUI_148() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4809578)(this); } void DLL2SDK::usequencerRuntime::WellFired::USObserverKeyframe::Process_149(float time_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480958C)(this, time_); } DLL2SDK::mscorlib::System::String* DLL2SDK::usequencerRuntime::WellFired::TransformExtensions::GetFullHierarchyPath_128(DLL2SDK::UnityEngine::UnityEngine::Transform* transform_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4804820)(transform_); } void DLL2SDK::usequencerRuntime::WellFired::USEventBase::_ctor_102() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4804A64)(this); } float DLL2SDK::usequencerRuntime::WellFired::USEventBase::get_FireTime_103() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4804B14)(this); } void DLL2SDK::usequencerRuntime::WellFired::USEventBase::set_FireTime_104(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4804B1C)(this, value_); } float DLL2SDK::usequencerRuntime::WellFired::USEventBase::get_Duration_105() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4804C74)(this); } void DLL2SDK::usequencerRuntime::WellFired::USEventBase::set_Duration_106(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4804C7C)(this, value_); } DLL2SDK::usequencerRuntime::WellFired::USSequencer* DLL2SDK::usequencerRuntime::WellFired::USEventBase::get_Sequence_107() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4804B90)(this); } DLL2SDK::usequencerRuntime::WellFired::USTimelineBase* DLL2SDK::usequencerRuntime::WellFired::USEventBase::get_Timeline_108() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4804C84)(this); } DLL2SDK::usequencerRuntime::WellFired::USTimelineContainer* DLL2SDK::usequencerRuntime::WellFired::USEventBase::get_TimelineContainer_109() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48050CC)(this); } DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::usequencerRuntime::WellFired::USEventBase::get_AffectedObject_110() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48052C0)(this); } void DLL2SDK::usequencerRuntime::WellFired::USEventBase::SetSerializedAdditionalObjectsPaths_111(DLL2SDK::Array* paths_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x48055CC)(this, paths_); } void DLL2SDK::usequencerRuntime::WellFired::USEventBase::FixupAdditionalObjects_112() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48055D4)(this); } bool DLL2SDK::usequencerRuntime::WellFired::USEventBase::get_IsFireAndForgetEvent_113() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48057E8)(this); } bool DLL2SDK::usequencerRuntime::WellFired::USEventBase::get_FireOnSkip_114() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4805800)(this); } void DLL2SDK::usequencerRuntime::WellFired::USEventBase::set_FireOnSkip_115(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4805808)(this, value_); } void DLL2SDK::usequencerRuntime::WellFired::USEventBase::PauseEvent_118() { const VirtualInvokeData& Data = this->ClassPtr->VTable[6]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USEventBase::ResumeEvent_119() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USEventBase::StopEvent_120() { const VirtualInvokeData& Data = this->ClassPtr->VTable[8]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USEventBase::EndEvent_121() { const VirtualInvokeData& Data = this->ClassPtr->VTable[9]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USEventBase::UndoEvent_122() { const VirtualInvokeData& Data = this->ClassPtr->VTable[10]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USEventBase::ManuallySetTime_123(float deltaTime_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[11]; return reinterpret_cast(Data.methodPtr)(this, deltaTime_, Data.method); } DLL2SDK::Array* DLL2SDK::usequencerRuntime::WellFired::USEventBase::GetAdditionalObjects_124() { const VirtualInvokeData& Data = this->ClassPtr->VTable[12]; return reinterpret_cast*(*)(DLL2SDK::usequencerRuntime::WellFired::USEventBase*, void*)>(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USEventBase::SetAdditionalObjects_125(DLL2SDK::Array* additionalObjects_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[13]; return reinterpret_cast*, void*)>(Data.methodPtr)(this, additionalObjects_, Data.method); } bool DLL2SDK::usequencerRuntime::WellFired::USEventBase::HasValidAdditionalObjects_126() { const VirtualInvokeData& Data = this->ClassPtr->VTable[14]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USEventBase::MakeUnique_127() { const VirtualInvokeData& Data = this->ClassPtr->VTable[15]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USequencerFriendlyNameAttribute::_ctor_100(DLL2SDK::mscorlib::System::String* myFriendlyName_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4804A3C)(this, myFriendlyName_); } DLL2SDK::mscorlib::System::String* DLL2SDK::usequencerRuntime::WellFired::USequencerFriendlyNameAttribute::get_FriendlyName_101() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4804A5C)(this); } void DLL2SDK::usequencerRuntime::WellFired::USequencerEventAttribute::_ctor_98(DLL2SDK::mscorlib::System::String* myEventPath_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4804A0C)(this, myEventPath_); } DLL2SDK::mscorlib::System::String* DLL2SDK::usequencerRuntime::WellFired::USequencerEventAttribute::get_EventPath_99() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4804A2C)(this); } void DLL2SDK::usequencerRuntime::WellFired::USequencerEventHideDurationAttribute::_ctor_97() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4804A34)(this); } void DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe::_ctor_76() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48084A8)(this); } float DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe::get_Value_77() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4806A08)(this); } void DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe::set_Value_78(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4807364)(this, value_); } float DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe::get_Time_79() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4805ABC)(this); } void DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe::set_Time_80(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4807204)(this, value_); } float DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe::get_InTangent_81() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4806A10)(this); } void DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe::set_InTangent_82(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4807448)(this, value_); } float DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe::get_OutTangent_83() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4806A18)(this); } void DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe::set_OutTangent_84(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480752C)(this, value_); } bool DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe::get_BrokenTangents_85() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48084B0)(this); } void DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe::set_BrokenTangents_86(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48084B8)(this, value_); } void DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe::OnEnable_87() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4808590)(this); } void DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe::ConvertFrom_88(DLL2SDK::UnityEngine::UnityEngine::Keyframe keyframe_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4806590)(this, keyframe_); } void DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe::Smooth_89() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4808594)(this); } void DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe::Flatten_90() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48087B0)(this); } void DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe::RightTangentLinear_91() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4808888)(this); } void DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe::RightTangentConstant_92() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48089EC)(this); } void DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe::LeftTangentLinear_93() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4808A20)(this); } void DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe::LeftTangentConstant_94() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4808B84)(this); } void DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe::BothTangentLinear_95() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4808BB8)(this); } void DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe::BothTangentConstant_96() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4808BD4)(this); } void DLL2SDK::usequencerRuntime::WellFired::USInternalCurve::_ctor_49() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4805960)(this); } int32_t DLL2SDK::usequencerRuntime::WellFired::USInternalCurve::KeyframeComparer_50(DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe* a_, DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe* b_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4805968)(a_, b_); } float DLL2SDK::usequencerRuntime::WellFired::USInternalCurve::get_Duration_51() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4805AC4)(this); } void DLL2SDK::usequencerRuntime::WellFired::USInternalCurve::set_Duration_52(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4805ACC)(this, value_); } float DLL2SDK::usequencerRuntime::WellFired::USInternalCurve::get_FirstKeyframeTime_53() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4805AD4)(this); } float DLL2SDK::usequencerRuntime::WellFired::USInternalCurve::get_LastKeyframeTime_54() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4805BC0)(this); } void DLL2SDK::usequencerRuntime::WellFired::USInternalCurve::set_UnityAnimationCurve_55(DLL2SDK::UnityEngine::UnityEngine::AnimationCurve* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4805CBC)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::AnimationCurve* DLL2SDK::usequencerRuntime::WellFired::USInternalCurve::get_UnityAnimationCurve_56() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480631C)(this); } DLL2SDK::mscorlib::System::Collections::Generic::List_1* DLL2SDK::usequencerRuntime::WellFired::USInternalCurve::get_Keys_57() { return reinterpret_cast*(*)(DLL2SDK::usequencerRuntime::WellFired::USInternalCurve*)>(DLL2SDK::GameAssemblyBase + 0x4806324)(this); } bool DLL2SDK::usequencerRuntime::WellFired::USInternalCurve::get_UseCurrentValue_58() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480632C)(this); } void DLL2SDK::usequencerRuntime::WellFired::USInternalCurve::set_UseCurrentValue_59(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4806334)(this, value_); } void DLL2SDK::usequencerRuntime::WellFired::USInternalCurve::OnEnable_60() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480633C)(this); } float DLL2SDK::usequencerRuntime::WellFired::USInternalCurve::Evaluate_61(float time_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4806564)(this, time_); } void DLL2SDK::usequencerRuntime::WellFired::USInternalCurve::BuildInternalCurveFromAnimationCurve_62() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4805DD8)(this); } void DLL2SDK::usequencerRuntime::WellFired::USInternalCurve::BuildAnimationCurveFromInternalCurve_63() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48065F8)(this); } void DLL2SDK::usequencerRuntime::WellFired::USInternalCurve::ValidateKeyframeTimes_64() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4806A20)(this); } DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe* DLL2SDK::usequencerRuntime::WellFired::USInternalCurve::AddKeyframe_65(float time_, float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4806C40)(this, time_, value_); } void DLL2SDK::usequencerRuntime::WellFired::USInternalCurve::RemoveKeyframe_66(DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe* internalKeyframe_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4807610)(this, internalKeyframe_); } DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe* DLL2SDK::usequencerRuntime::WellFired::USInternalCurve::GetNextKeyframe_67(DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe* keyframe_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48078FC)(this, keyframe_); } DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe* DLL2SDK::usequencerRuntime::WellFired::USInternalCurve::GetPrevKeyframe_68(DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe* keyframe_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4807B38)(this, keyframe_); } bool DLL2SDK::usequencerRuntime::WellFired::USInternalCurve::Contains_69(DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe* keyframe_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4807D60)(this, keyframe_); } float DLL2SDK::usequencerRuntime::WellFired::USInternalCurve::FindNextKeyframeTime_70(float time_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4807E98)(this, time_); } float DLL2SDK::usequencerRuntime::WellFired::USInternalCurve::FindPrevKeyframeTime_71(float time_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4808024)(this, time_); } bool DLL2SDK::usequencerRuntime::WellFired::USInternalCurve::CanSetKeyframeToTime_72(float newTime_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48081B0)(this, newTime_); } float DLL2SDK::usequencerRuntime::WellFired::USInternalCurve::_OnEnable_m__1_73(DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe* keyframe_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4808448)(keyframe_); } float DLL2SDK::usequencerRuntime::WellFired::USInternalCurve::_AddKeyframe_m__2_74(DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe* keyframe_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4808468)(keyframe_); } float DLL2SDK::usequencerRuntime::WellFired::USInternalCurve::_RemoveKeyframe_m__3_75(DLL2SDK::usequencerRuntime::WellFired::USInternalKeyframe* keyframe_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4808488)(keyframe_); } void DLL2SDK::usequencerRuntime::WellFired::AnimationTrack::_ctor_39() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FC358)(this); } int32_t DLL2SDK::usequencerRuntime::WellFired::AnimationTrack::get_Layer_40() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FC404)(this); } void DLL2SDK::usequencerRuntime::WellFired::AnimationTrack::set_Layer_41(int32_t value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FC40C)(this, value_); } DLL2SDK::mscorlib::System::Collections::Generic::List_1* DLL2SDK::usequencerRuntime::WellFired::AnimationTrack::get_TrackClips_42() { return reinterpret_cast*(*)(DLL2SDK::usequencerRuntime::WellFired::AnimationTrack*)>(DLL2SDK::GameAssemblyBase + 0x47FC414)(this); } void DLL2SDK::usequencerRuntime::WellFired::AnimationTrack::set_TrackClips_43(DLL2SDK::mscorlib::System::Collections::Generic::List_1* value_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x47FC41C)(this, value_); } void DLL2SDK::usequencerRuntime::WellFired::AnimationTrack::AddClip_44(DLL2SDK::usequencerRuntime::WellFired::AnimationClipData* clipData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FC424)(this, clipData_); } void DLL2SDK::usequencerRuntime::WellFired::AnimationTrack::RemoveClip_45(DLL2SDK::usequencerRuntime::WellFired::AnimationClipData* clipData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FC54C)(this, clipData_); } void DLL2SDK::usequencerRuntime::WellFired::AnimationTrack::SortClips_46() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FC674)(this); } void DLL2SDK::usequencerRuntime::WellFired::AnimationTrack::SetClipData_47(DLL2SDK::mscorlib::System::Collections::Generic::List_1* animationClipData_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x47FC7BC)(this, animationClipData_); } float DLL2SDK::usequencerRuntime::WellFired::AnimationTrack::_SortClips_m__0_48(DLL2SDK::usequencerRuntime::WellFired::AnimationClipData* trackClip_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FC7C4)(trackClip_); } void DLL2SDK::usequencerRuntime::WellFired::AnimationTimelineController::_ctor_34() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FC194)(this); } DLL2SDK::UnityEngine::UnityEngine::Animator* DLL2SDK::usequencerRuntime::WellFired::AnimationTimelineController::get_Animator_35() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FC19C)(this); } DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimation* DLL2SDK::usequencerRuntime::WellFired::AnimationTimelineController::get_AnimationTimeline_36() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FC284)(this); } void DLL2SDK::usequencerRuntime::WellFired::AnimationTimelineController::set_AnimationTimeline_37(DLL2SDK::usequencerRuntime::WellFired::USTimelineAnimation* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FC28C)(this, value_); } void DLL2SDK::usequencerRuntime::WellFired::AnimationTimelineController::OnAnimatorMove_38() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FC294)(this); } void DLL2SDK::usequencerRuntime::WellFired::AnimationClipData::_ctor_1() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FBCBC)(this); } bool DLL2SDK::usequencerRuntime::WellFired::AnimationClipData::get_CrossFade_2() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FBD48)(this); } void DLL2SDK::usequencerRuntime::WellFired::AnimationClipData::set_CrossFade_3(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FBD50)(this, value_); } float DLL2SDK::usequencerRuntime::WellFired::AnimationClipData::get_TransitionDuration_4() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FBD58)(this); } void DLL2SDK::usequencerRuntime::WellFired::AnimationClipData::set_TransitionDuration_5(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FBD60)(this, value_); } float DLL2SDK::usequencerRuntime::WellFired::AnimationClipData::get_StartTime_6() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FBD68)(this); } void DLL2SDK::usequencerRuntime::WellFired::AnimationClipData::set_StartTime_7(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FBD70)(this, value_); } float DLL2SDK::usequencerRuntime::WellFired::AnimationClipData::get_PlaybackDuration_8() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FBD80)(this); } void DLL2SDK::usequencerRuntime::WellFired::AnimationClipData::set_PlaybackDuration_9(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FBD88)(this, value_); } float DLL2SDK::usequencerRuntime::WellFired::AnimationClipData::get_StateDuration_10() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FBD98)(this); } void DLL2SDK::usequencerRuntime::WellFired::AnimationClipData::set_StateDuration_11(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FBDA0)(this, value_); } DLL2SDK::mscorlib::System::String* DLL2SDK::usequencerRuntime::WellFired::AnimationClipData::get_StateName_12() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FBDB0)(this); } void DLL2SDK::usequencerRuntime::WellFired::AnimationClipData::set_StateName_13(DLL2SDK::mscorlib::System::String* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FBDB8)(this, value_); } DLL2SDK::usequencerRuntime::WellFired::AnimationTrack* DLL2SDK::usequencerRuntime::WellFired::AnimationClipData::get_Track_14() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FBEC4)(this); } void DLL2SDK::usequencerRuntime::WellFired::AnimationClipData::set_Track_15(DLL2SDK::usequencerRuntime::WellFired::AnimationTrack* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FBECC)(this, value_); } DLL2SDK::mscorlib::System::String* DLL2SDK::usequencerRuntime::WellFired::AnimationClipData::get_FriendlyName_16() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FBEDC)(this); } void DLL2SDK::usequencerRuntime::WellFired::AnimationClipData::set_FriendlyName_17(DLL2SDK::mscorlib::System::String* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FBEC0)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::usequencerRuntime::WellFired::AnimationClipData::get_TargetObject_18() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FBEE4)(this); } void DLL2SDK::usequencerRuntime::WellFired::AnimationClipData::set_TargetObject_19(DLL2SDK::UnityEngine::UnityEngine::GameObject* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FBEEC)(this, value_); } bool DLL2SDK::usequencerRuntime::WellFired::AnimationClipData::get_Dirty_20() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FBEFC)(this); } void DLL2SDK::usequencerRuntime::WellFired::AnimationClipData::set_Dirty_21(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FBF04)(this, value_); } float DLL2SDK::usequencerRuntime::WellFired::AnimationClipData::get_EndTime_22() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FBF0C)(this); } void DLL2SDK::usequencerRuntime::WellFired::AnimationClipData::set_EndTime_23(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FBF20)(this, value_); } int32_t DLL2SDK::usequencerRuntime::WellFired::AnimationClipData::get_RunningLayer_24() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FBF24)(this); } void DLL2SDK::usequencerRuntime::WellFired::AnimationClipData::set_RunningLayer_25(int32_t value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FBF2C)(this, value_); } bool DLL2SDK::usequencerRuntime::WellFired::AnimationClipData::IsClipNotRunning_26(float sequencerTime_, DLL2SDK::usequencerRuntime::WellFired::AnimationClipData* clipData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FBF34)(sequencerTime_, clipData_); } bool DLL2SDK::usequencerRuntime::WellFired::AnimationClipData::IsClipRunning_27(float sequencerTime_, DLL2SDK::usequencerRuntime::WellFired::AnimationClipData* clipData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FBF6C)(sequencerTime_, clipData_); } bool DLL2SDK::usequencerRuntime::WellFired::AnimationClipData::IsClipFinished_28(float sequencerTime_, DLL2SDK::usequencerRuntime::WellFired::AnimationClipData* clipData_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FBFBC)(sequencerTime_, clipData_); } DLL2SDK::mscorlib::System::String* DLL2SDK::usequencerRuntime::WellFired::AnimationClipData::MakeFriendlyStateName_29(DLL2SDK::mscorlib::System::String* stateName_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x47FBDD8)(stateName_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineProperty::_ctor_553() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4823F3C)(this); } DLL2SDK::mscorlib::System::Collections::Generic::List_1* DLL2SDK::usequencerRuntime::WellFired::USTimelineProperty::get_Properties_554() { return reinterpret_cast*(*)(DLL2SDK::usequencerRuntime::WellFired::USTimelineProperty*)>(DLL2SDK::GameAssemblyBase + 0x4816F94)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineProperty::StartTimeline_555() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } bool DLL2SDK::usequencerRuntime::WellFired::USTimelineProperty::HasPropertiesForComponent_556(DLL2SDK::UnityEngine::UnityEngine::Component* component_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4823FEC)(this, component_); } DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo* DLL2SDK::usequencerRuntime::WellFired::USTimelineProperty::GetProperty_557(DLL2SDK::mscorlib::System::String* propertyName_, DLL2SDK::UnityEngine::UnityEngine::Component* component_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4824284)(this, propertyName_, component_); } bool DLL2SDK::usequencerRuntime::WellFired::USTimelineProperty::ContainsProperty_558(DLL2SDK::mscorlib::System::String* propertyName_, DLL2SDK::UnityEngine::UnityEngine::Component* component_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48246B0)(this, propertyName_, component_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineProperty::AddProperty_559(DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo* propertyInfo_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4824A70)(this, propertyInfo_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineProperty::RemoveProperty_560(DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo* propertyInfo_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4824BD4)(this, propertyInfo_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineProperty::ClearProperties_561() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4824C74)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineProperty::SkipTimelineTo_562(float time_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[9]; return reinterpret_cast(Data.methodPtr)(this, time_, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineProperty::Process_563(float sequencerTime_, float playbackRate_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[10]; return reinterpret_cast(Data.methodPtr)(this, sequencerTime_, playbackRate_, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineProperty::TryToFixComponentReferences_564() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481D748)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineProperty::OnDrawGizmos_565() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4825060)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineProperty::LateBindAffectedObjectInScene_566(DLL2SDK::UnityEngine::UnityEngine::Transform* newAffectedObject_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[12]; return reinterpret_cast(Data.methodPtr)(this, newAffectedObject_, Data.method); } DLL2SDK::mscorlib::System::String* DLL2SDK::usequencerRuntime::WellFired::USTimelineProperty::GetJson_567() { const VirtualInvokeData& Data = this->ClassPtr->VTable[13]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::_ctor_474() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481F7D8)(this); } DLL2SDK::sharedRuntime::WellFired::Shared::Easing_EasingType DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::get_EasingType_475() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481F92C)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::set_EasingType_476(DLL2SDK::sharedRuntime::WellFired::Shared::Easing_EasingType value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481F934)(this, value_); } DLL2SDK::sharedRuntime::WellFired::Shared::ShakeType DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::get_ShakeType_477() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481F93C)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::set_ShakeType_478(DLL2SDK::sharedRuntime::WellFired::Shared::ShakeType value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481F944)(this, value_); } DLL2SDK::usequencerRuntime::WellFired::SplineOrientationMode DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::get_SplineOrientationMode_479() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481F94C)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::set_SplineOrientationMode_480(DLL2SDK::usequencerRuntime::WellFired::SplineOrientationMode value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481F954)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::Transform* DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::get_LookAtTarget_481() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481F95C)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::set_LookAtTarget_482(DLL2SDK::UnityEngine::UnityEngine::Transform* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481F964)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::get_SourcePosition_483() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481F980)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::set_SourcePosition_484(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481F994)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::get_SourceRotation_485() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481F9A0)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::set_SourceRotation_486(DLL2SDK::UnityEngine::UnityEngine::Quaternion value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481F9B0)(this, value_); } DLL2SDK::usequencerRuntime::WellFired::Spline* DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::get_ObjectSpline_487() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481F9C8)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::set_ObjectSpline_488(DLL2SDK::usequencerRuntime::WellFired::Spline* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481F9D0)(this, value_); } float DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::get_StartTime_489() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481F9D8)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::set_StartTime_490(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481F9E0)(this, value_); } float DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::get_EndTime_491() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481F9E8)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::set_EndTime_492(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481F9F0)(this, value_); } int32_t DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::get_Seed_493() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481F9F8)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::set_Seed_494(int32_t value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481FA00)(this, value_); } DLL2SDK::mscorlib::System::Collections::Generic::List_1* DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::get_Keyframes_495() { return reinterpret_cast*(*)(DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath*)>(DLL2SDK::GameAssemblyBase + 0x481FA08)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::set_Keyframes_496(DLL2SDK::mscorlib::System::Collections::Generic::List_1* value_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x481FA10)(this, value_); } DLL2SDK::usequencerRuntime::WellFired::SplineKeyframe* DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::get_FirstNode_497() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481FA48)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::set_FirstNode_498(DLL2SDK::usequencerRuntime::WellFired::SplineKeyframe* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481FAF8)(this, value_); } DLL2SDK::usequencerRuntime::WellFired::SplineKeyframe* DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::get_LastNode_499() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481FAFC)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::set_LastNode_500(DLL2SDK::usequencerRuntime::WellFired::SplineKeyframe* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481FBC8)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::get_PathColor_501() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481FBCC)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::set_PathColor_502(DLL2SDK::UnityEngine::UnityEngine::Color value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481FBFC)(this, value_); } float DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::get_DisplayResolution_503() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481FC28)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::set_DisplayResolution_504(float value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481FC4C)(this, value_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::OnEnable_505() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481FC74)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::SetKeyframes_506(DLL2SDK::mscorlib::System::Collections::Generic::List_1* keyframes_) { return reinterpret_cast*)>(DLL2SDK::GameAssemblyBase + 0x481FC8C)(this, keyframes_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::Build_507() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481FC78)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::BuildShake_508() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481FEF4)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::AddKeyframe_509(DLL2SDK::usequencerRuntime::WellFired::SplineKeyframe* keyframe_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481FFA8)(this, keyframe_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::AddAfterKeyframe_510(DLL2SDK::usequencerRuntime::WellFired::SplineKeyframe* keyframe_, int32_t index_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4820050)(this, keyframe_, index_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::AddBeforeKeyframe_511(DLL2SDK::usequencerRuntime::WellFired::SplineKeyframe* keyframe_, int32_t index_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4820100)(this, keyframe_, index_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::AlterKeyframe_512(DLL2SDK::UnityEngine::UnityEngine::Vector3 position_, int32_t keyframeIndex_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48201B0)(this, position_, keyframeIndex_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::RemoveKeyframe_513(DLL2SDK::usequencerRuntime::WellFired::SplineKeyframe* keyframe_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4820274)(this, keyframe_); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::BuildCurveFromKeyframes_514() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481FA18)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::CreateEmpty_515() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481FCAC)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::SetStartingOrientation_516() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x482031C)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::StartTimeline_517() { const VirtualInvokeData& Data = this->ClassPtr->VTable[5]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::StopTimeline_518() { const VirtualInvokeData& Data = this->ClassPtr->VTable[4]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::SkipTimelineTo_519(float time_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[9]; return reinterpret_cast(Data.methodPtr)(this, time_, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::Process_520(float sequencerTime_, float playbackRate_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[10]; return reinterpret_cast(Data.methodPtr)(this, sequencerTime_, playbackRate_, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::OnDrawGizmos_521() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4820FF0)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::FixupAdditionalObjects_522() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4818450)(this); } void DLL2SDK::usequencerRuntime::WellFired::USTimelineObjectPath::RecordAdditionalObjects_523() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x482100C)(this); } void DLL2SDK::usequencerRuntime::WellFired::QuadraticSplineSolver::_ctor_371() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4800E10)(this); } float DLL2SDK::usequencerRuntime::WellFired::QuadraticSplineSolver::quadBezierLength_372(DLL2SDK::UnityEngine::UnityEngine::Vector3 startPoint_, DLL2SDK::UnityEngine::UnityEngine::Vector3 controlPoint_, DLL2SDK::UnityEngine::UnityEngine::Vector3 endPoint_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4800E18)(this, startPoint_, controlPoint_, endPoint_); } void DLL2SDK::usequencerRuntime::WellFired::QuadraticSplineSolver::Close_373() { const VirtualInvokeData& Data = this->ClassPtr->VTable[7]; return reinterpret_cast(Data.methodPtr)(this, Data.method); } DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::usequencerRuntime::WellFired::QuadraticSplineSolver::GetPosition_374(float time_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[8]; return reinterpret_cast(Data.methodPtr)(this, time_, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::QuadraticSplineSolver::Display_375(DLL2SDK::UnityEngine::UnityEngine::Color splineColor_) { const VirtualInvokeData& Data = this->ClassPtr->VTable[6]; return reinterpret_cast(Data.methodPtr)(this, splineColor_, Data.method); } void DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::_ctor_151() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x48095DC)(this); } DLL2SDK::mscorlib::System::Reflection::PropertyInfo* DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::get_propertyInfo_152() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4809840)(this); } void DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::set_propertyInfo_153(DLL2SDK::mscorlib::System::Reflection::PropertyInfo* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4809A2C)(this, value_); } DLL2SDK::mscorlib::System::Reflection::FieldInfo* DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::get_fieldInfo_154() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4809A68)(this); } void DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::set_fieldInfo_155(DLL2SDK::mscorlib::System::Reflection::FieldInfo* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4809C54)(this, value_); } bool DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::get_UseCurrentValue_156() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4809C90)(this); } void DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::set_UseCurrentValue_157(bool value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4809DB8)(this, value_); } DLL2SDK::UnityEngine::UnityEngine::Component* DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::get_Component_158() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4809FDC)(this); } void DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::set_Component_159(DLL2SDK::UnityEngine::UnityEngine::Component* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4809FE4)(this, value_); } DLL2SDK::mscorlib::System::String* DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::get_ComponentType_160() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480A0FC)(this); } void DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::set_ComponentType_161(DLL2SDK::mscorlib::System::String* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480A0E4)(this, value_); } DLL2SDK::mscorlib::System::String* DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::get_PropertyName_162() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480A350)(this); } void DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::set_PropertyName_163(DLL2SDK::mscorlib::System::String* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480A458)(this, value_); } DLL2SDK::usequencerRuntime::WellFired::PropertyTypeInfo DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::get_PropertyType_164() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480A45C)(this); } DLL2SDK::mscorlib::System::String* DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::get_InternalName_165() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480A464)(this); } void DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::set_InternalName_166(DLL2SDK::mscorlib::System::String* value_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480A46C)(this, value_); } void DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::CreatePropertyInfo_167(DLL2SDK::usequencerRuntime::WellFired::PropertyTypeInfo createdPropertyType_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480A474)(this, createdPropertyType_); } void DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::SetValue_168(float time_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480B1E8)(this, time_); } void DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::AddKeyframe_169(DLL2SDK::mscorlib::System::Collections::Generic::List_1* settingCurves_, DLL2SDK::mscorlib::System::Object* ourValue_, float time_, DLL2SDK::usequencerRuntime::CurveAutoTangentModes tangentMode_) { return reinterpret_cast*, DLL2SDK::mscorlib::System::Object*, float, DLL2SDK::usequencerRuntime::CurveAutoTangentModes)>(DLL2SDK::GameAssemblyBase + 0x480C254)(this, settingCurves_, ourValue_, time_, tangentMode_); } void DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::AddKeyframe_170(float time_, DLL2SDK::usequencerRuntime::CurveAutoTangentModes tangentMode_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480DC20)(this, time_, tangentMode_); } void DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::AddKeyframe_171(DLL2SDK::mscorlib::System::Object* ourValue_, float time_, DLL2SDK::usequencerRuntime::CurveAutoTangentModes tangentMode_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480DCD4)(this, ourValue_, time_, tangentMode_); } void DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::AddKeyframe_172(DLL2SDK::usequencerRuntime::WellFired::USInternalCurve* curve_, DLL2SDK::UnityEngine::UnityEngine::Keyframe keyframe_, DLL2SDK::usequencerRuntime::CurveAutoTangentModes tangentMode_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480DACC)(this, curve_, keyframe_, tangentMode_); } void DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::AddKeyframe_173(int32_t ourValue_, float time_, DLL2SDK::usequencerRuntime::CurveAutoTangentModes tangentMode_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480D5C0)(this, ourValue_, time_, tangentMode_); } void DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::AddKeyframe_174(int64_t ourValue_, float time_, DLL2SDK::usequencerRuntime::CurveAutoTangentModes tangentMode_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480D6BC)(this, ourValue_, time_, tangentMode_); } void DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::AddKeyframe_175(float ourValue_, float time_, DLL2SDK::usequencerRuntime::CurveAutoTangentModes tangentMode_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480D7CC)(this, ourValue_, time_, tangentMode_); } void DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::AddKeyframe_176(double ourValue_, float time_, DLL2SDK::usequencerRuntime::CurveAutoTangentModes tangentMode_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480D8C0)(this, ourValue_, time_, tangentMode_); } void DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::AddKeyframe_177(bool ourValue_, float time_, DLL2SDK::usequencerRuntime::CurveAutoTangentModes tangentMode_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480D9C4)(this, ourValue_, time_, tangentMode_); } void DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::AddKeyframe_178(DLL2SDK::UnityEngine::UnityEngine::Vector2 ourValue_, float time_, DLL2SDK::usequencerRuntime::CurveAutoTangentModes tangentMode_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480E10C)(this, ourValue_, time_, tangentMode_); } void DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::AddKeyframe_179(DLL2SDK::UnityEngine::UnityEngine::Vector3 ourValue_, float time_, DLL2SDK::usequencerRuntime::CurveAutoTangentModes tangentMode_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480E26C)(this, ourValue_, time_, tangentMode_); } void DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::AddKeyframe_180(DLL2SDK::UnityEngine::UnityEngine::Vector4 ourValue_, float time_, DLL2SDK::usequencerRuntime::CurveAutoTangentModes tangentMode_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480E44C)(this, ourValue_, time_, tangentMode_); } void DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::AddKeyframe_181(DLL2SDK::UnityEngine::UnityEngine::Quaternion ourValue_, float time_, DLL2SDK::usequencerRuntime::CurveAutoTangentModes tangentMode_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480E698)(this, ourValue_, time_, tangentMode_); } void DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::AddKeyframe_182(DLL2SDK::UnityEngine::UnityEngine::Color ourValue_, float time_, DLL2SDK::usequencerRuntime::CurveAutoTangentModes tangentMode_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480E8E4)(this, ourValue_, time_, tangentMode_); } void DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::CreatePropertyCurves_183() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480A554)(this); } DLL2SDK::mscorlib::System::Object* DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::GetValueForTime_184(float time_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480EB30)(this, time_); } DLL2SDK::mscorlib::System::Collections::Generic::List_1* DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::GetModifiedCurvesAtTime_185(float runningTime_) { return reinterpret_cast*(*)(DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo*, float)>(DLL2SDK::GameAssemblyBase + 0x480F578)(this, runningTime_); } void DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::StoreBaseState_186() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4811214)(this); } void DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::RestoreBaseState_187() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4811524)(this); } DLL2SDK::usequencerRuntime::WellFired::PropertyTypeInfo DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::GetMappedType_188(DLL2SDK::mscorlib::System::Type* type_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480D114)(type_); } DLL2SDK::mscorlib::System::Type* DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::GetMappedType_189(DLL2SDK::usequencerRuntime::WellFired::PropertyTypeInfo type_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481181C)(type_); } float DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::GetValue_190(int32_t curveIndex_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4811BD0)(this, curveIndex_); } void DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::BuildForCurrentValue_191(int32_t curveIndex_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x480C15C)(this, curveIndex_); } DLL2SDK::mscorlib::System::String* DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::GetJSON_192() { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x4812000)(this); } bool DLL2SDK::usequencerRuntime::WellFired::USPropertyInfo::_get_UseCurrentValue_m__4_193(DLL2SDK::usequencerRuntime::WellFired::USInternalCurve* curve_) { return reinterpret_cast(DLL2SDK::GameAssemblyBase + 0x481212C)(curve_); }