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codm/sdk/UnityEngine/UnityEngine.cpp

27264 lines
1.7 MiB

//generated with dll2sdk
#include "UnityEngine.hpp"
void DLL2SDK::UnityEngine::UnityEngine::Application_LowMemoryCallback::_ctor_793(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Application_LowMemoryCallback*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4641F9C)(this, object_, method_);
}
void DLL2SDK::UnityEngine::UnityEngine::Application_LowMemoryCallback::Invoke_794()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Application_LowMemoryCallback*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::UnityEngine::UnityEngine::Application_LowMemoryCallback::BeginInvoke_795(DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<DLL2SDK::mscorlib::System::IAsyncResult*(*)(DLL2SDK::UnityEngine::UnityEngine::Application_LowMemoryCallback*, DLL2SDK::mscorlib::System::AsyncCallback*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, callback_, object_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Application_LowMemoryCallback::EndInvoke_796(DLL2SDK::mscorlib::System::IAsyncResult* result_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Application_LowMemoryCallback*, DLL2SDK::mscorlib::System::IAsyncResult*, void*)>(Data.methodPtr)(this, result_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Application_ShaderCompileCallback::_ctor_801(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Application_ShaderCompileCallback*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4642074)(this, object_, method_);
}
void DLL2SDK::UnityEngine::UnityEngine::Application_ShaderCompileCallback::Invoke_802(DLL2SDK::mscorlib::System::String* shaderName_, DLL2SDK::mscorlib::System::String* passName_, int32_t passType_, DLL2SDK::mscorlib::System::String* stageType_, DLL2SDK::mscorlib::System::String* keywords_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Application_ShaderCompileCallback*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*, int32_t, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*, void*)>(Data.methodPtr)(this, shaderName_, passName_, passType_, stageType_, keywords_, Data.method);
}
DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::UnityEngine::UnityEngine::Application_ShaderCompileCallback::BeginInvoke_803(DLL2SDK::mscorlib::System::String* shaderName_, DLL2SDK::mscorlib::System::String* passName_, int32_t passType_, DLL2SDK::mscorlib::System::String* stageType_, DLL2SDK::mscorlib::System::String* keywords_, DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<DLL2SDK::mscorlib::System::IAsyncResult*(*)(DLL2SDK::UnityEngine::UnityEngine::Application_ShaderCompileCallback*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*, int32_t, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::AsyncCallback*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, shaderName_, passName_, passType_, stageType_, keywords_, callback_, object_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Application_ShaderCompileCallback::EndInvoke_804(DLL2SDK::mscorlib::System::IAsyncResult* result_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Application_ShaderCompileCallback*, DLL2SDK::mscorlib::System::IAsyncResult*, void*)>(Data.methodPtr)(this, result_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Display_DisplaysUpdatedDelegate::_ctor_1971(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Display_DisplaysUpdatedDelegate*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4DCCDA8)(this, object_, method_);
}
void DLL2SDK::UnityEngine::UnityEngine::Display_DisplaysUpdatedDelegate::Invoke_1972()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Display_DisplaysUpdatedDelegate*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::UnityEngine::UnityEngine::Display_DisplaysUpdatedDelegate::BeginInvoke_1973(DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<DLL2SDK::mscorlib::System::IAsyncResult*(*)(DLL2SDK::UnityEngine::UnityEngine::Display_DisplaysUpdatedDelegate*, DLL2SDK::mscorlib::System::AsyncCallback*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, callback_, object_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Display_DisplaysUpdatedDelegate::EndInvoke_1974(DLL2SDK::mscorlib::System::IAsyncResult* result_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Display_DisplaysUpdatedDelegate*, DLL2SDK::mscorlib::System::IAsyncResult*, void*)>(Data.methodPtr)(this, result_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Shader_ShaderStrippingCallback::_ctor_2015(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Shader_ShaderStrippingCallback*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4EA9EAC)(this, object_, method_);
}
DLL2SDK::UnityEngine::UnityEngine::CustomShaderStripingResult DLL2SDK::UnityEngine::UnityEngine::Shader_ShaderStrippingCallback::Invoke_2016(DLL2SDK::UnityEngine::UnityEngine::Shader* shader_, uint64_t keywordSetPart1_, uint64_t keywordSetPart2_, uint64_t keywordSetPart3_, uint64_t keywordSetPart4_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::CustomShaderStripingResult(*)(DLL2SDK::UnityEngine::UnityEngine::Shader_ShaderStrippingCallback*, DLL2SDK::UnityEngine::UnityEngine::Shader*, uint64_t, uint64_t, uint64_t, uint64_t, void*)>(Data.methodPtr)(this, shader_, keywordSetPart1_, keywordSetPart2_, keywordSetPart3_, keywordSetPart4_, Data.method);
}
DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::UnityEngine::UnityEngine::Shader_ShaderStrippingCallback::BeginInvoke_2017(DLL2SDK::UnityEngine::UnityEngine::Shader* shader_, uint64_t keywordSetPart1_, uint64_t keywordSetPart2_, uint64_t keywordSetPart3_, uint64_t keywordSetPart4_, DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<DLL2SDK::mscorlib::System::IAsyncResult*(*)(DLL2SDK::UnityEngine::UnityEngine::Shader_ShaderStrippingCallback*, DLL2SDK::UnityEngine::UnityEngine::Shader*, uint64_t, uint64_t, uint64_t, uint64_t, DLL2SDK::mscorlib::System::AsyncCallback*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, shader_, keywordSetPart1_, keywordSetPart2_, keywordSetPart3_, keywordSetPart4_, callback_, object_, Data.method);
}
DLL2SDK::UnityEngine::UnityEngine::CustomShaderStripingResult DLL2SDK::UnityEngine::UnityEngine::Shader_ShaderStrippingCallback::EndInvoke_2018(DLL2SDK::mscorlib::System::IAsyncResult* result_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::CustomShaderStripingResult(*)(DLL2SDK::UnityEngine::UnityEngine::Shader_ShaderStrippingCallback*, DLL2SDK::mscorlib::System::IAsyncResult*, void*)>(Data.methodPtr)(this, result_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Shader_ShaderStrippingCallbackWithDetail::_ctor_2019(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Shader_ShaderStrippingCallbackWithDetail*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4EAA024)(this, object_, method_);
}
DLL2SDK::UnityEngine::UnityEngine::CustomShaderStripingResult DLL2SDK::UnityEngine::UnityEngine::Shader_ShaderStrippingCallbackWithDetail::Invoke_2020(DLL2SDK::UnityEngine::UnityEngine::Shader* shader_, uint64_t keywordSetPart1_, uint64_t keywordSetPart2_, uint64_t keywordSetPart3_, uint64_t keywordSetPart4_, bool isCompilingForGameRelease_, int32_t shaderLod_, DLL2SDK::mscorlib::System::String* passName_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::CustomShaderStripingResult(*)(DLL2SDK::UnityEngine::UnityEngine::Shader_ShaderStrippingCallbackWithDetail*, DLL2SDK::UnityEngine::UnityEngine::Shader*, uint64_t, uint64_t, uint64_t, uint64_t, bool, int32_t, DLL2SDK::mscorlib::System::String*, void*)>(Data.methodPtr)(this, shader_, keywordSetPart1_, keywordSetPart2_, keywordSetPart3_, keywordSetPart4_, isCompilingForGameRelease_, shaderLod_, passName_, Data.method);
}
DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::UnityEngine::UnityEngine::Shader_ShaderStrippingCallbackWithDetail::BeginInvoke_2021(DLL2SDK::UnityEngine::UnityEngine::Shader* shader_, uint64_t keywordSetPart1_, uint64_t keywordSetPart2_, uint64_t keywordSetPart3_, uint64_t keywordSetPart4_, bool isCompilingForGameRelease_, int32_t shaderLod_, DLL2SDK::mscorlib::System::String* passName_, DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<DLL2SDK::mscorlib::System::IAsyncResult*(*)(DLL2SDK::UnityEngine::UnityEngine::Shader_ShaderStrippingCallbackWithDetail*, DLL2SDK::UnityEngine::UnityEngine::Shader*, uint64_t, uint64_t, uint64_t, uint64_t, bool, int32_t, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::AsyncCallback*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, shader_, keywordSetPart1_, keywordSetPart2_, keywordSetPart3_, keywordSetPart4_, isCompilingForGameRelease_, shaderLod_, passName_, callback_, object_, Data.method);
}
DLL2SDK::UnityEngine::UnityEngine::CustomShaderStripingResult DLL2SDK::UnityEngine::UnityEngine::Shader_ShaderStrippingCallbackWithDetail::EndInvoke_2022(DLL2SDK::mscorlib::System::IAsyncResult* result_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::CustomShaderStripingResult(*)(DLL2SDK::UnityEngine::UnityEngine::Shader_ShaderStrippingCallbackWithDetail*, DLL2SDK::mscorlib::System::IAsyncResult*, void*)>(Data.methodPtr)(this, result_, Data.method);
}
bool DLL2SDK::UnityEngine::UnityEngine::CullingGroupEvent::get_isVisible_2146()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::CullingGroupEvent*)>(DLL2SDK::GameAssemblyBase + 0x4DCA16C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera_CameraCallback::_ctor_2292(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera_CameraCallback*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x464BF70)(this, object_, method_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera_CameraCallback::Invoke_2293(DLL2SDK::UnityEngine::UnityEngine::Camera* cam_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera_CameraCallback*, DLL2SDK::UnityEngine::UnityEngine::Camera*, void*)>(Data.methodPtr)(this, cam_, Data.method);
}
DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::UnityEngine::UnityEngine::Camera_CameraCallback::BeginInvoke_2294(DLL2SDK::UnityEngine::UnityEngine::Camera* cam_, DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<DLL2SDK::mscorlib::System::IAsyncResult*(*)(DLL2SDK::UnityEngine::UnityEngine::Camera_CameraCallback*, DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::mscorlib::System::AsyncCallback*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, cam_, callback_, object_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera_CameraCallback::EndInvoke_2295(DLL2SDK::mscorlib::System::IAsyncResult* result_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera_CameraCallback*, DLL2SDK::mscorlib::System::IAsyncResult*, void*)>(Data.methodPtr)(this, result_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform_Enumerator::_ctor_2535(DLL2SDK::UnityEngine::UnityEngine::Transform* outer_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform_Enumerator*, DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4D6E7B4)(this, outer_);
}
DLL2SDK::mscorlib::System::Object* DLL2SDK::UnityEngine::UnityEngine::Transform_Enumerator::get_Current_2536()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<DLL2SDK::mscorlib::System::Object*(*)(DLL2SDK::UnityEngine::UnityEngine::Transform_Enumerator*, void*)>(Data.methodPtr)(this, Data.method);
}
bool DLL2SDK::UnityEngine::UnityEngine::Transform_Enumerator::MoveNext_2537()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Transform_Enumerator*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform_Enumerator::Reset_2538()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[6];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform_Enumerator*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::RectTransform_ReapplyDrivenProperties::_ctor_2571(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform_ReapplyDrivenProperties*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4AF46D0)(this, object_, method_);
}
void DLL2SDK::UnityEngine::UnityEngine::RectTransform_ReapplyDrivenProperties::Invoke_2572(DLL2SDK::UnityEngine::UnityEngine::RectTransform* driven_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform_ReapplyDrivenProperties*, DLL2SDK::UnityEngine::UnityEngine::RectTransform*, void*)>(Data.methodPtr)(this, driven_, Data.method);
}
DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::UnityEngine::UnityEngine::RectTransform_ReapplyDrivenProperties::BeginInvoke_2573(DLL2SDK::UnityEngine::UnityEngine::RectTransform* driven_, DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<DLL2SDK::mscorlib::System::IAsyncResult*(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform_ReapplyDrivenProperties*, DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::mscorlib::System::AsyncCallback*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, driven_, callback_, object_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::RectTransform_ReapplyDrivenProperties::EndInvoke_2574(DLL2SDK::mscorlib::System::IAsyncResult* result_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform_ReapplyDrivenProperties*, DLL2SDK::mscorlib::System::IAsyncResult*, void*)>(Data.methodPtr)(this, result_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Vector3::_ctor_1487(float x_, float y_, float z_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4D6FC58)(this, x_, y_, z_);
}
void DLL2SDK::UnityEngine::UnityEngine::Vector3::_ctor_1488(float x_, float y_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, float, float)>(DLL2SDK::GameAssemblyBase + 0x4D6FC70)(this, x_, y_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Vector3::Slerp_1489(DLL2SDK::UnityEngine::UnityEngine::Vector3 a_, DLL2SDK::UnityEngine::UnityEngine::Vector3 b_, float t_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, float)>(DLL2SDK::GameAssemblyBase + 0x4D6FC80)(a_, b_, t_);
}
void DLL2SDK::UnityEngine::UnityEngine::Vector3::INTERNAL_CALL_Slerp_1490(DLL2SDK::UnityEngine::UnityEngine::Vector3* a_, DLL2SDK::UnityEngine::UnityEngine::Vector3* b_, float t_, DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, float, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4D6FCFC)(a_, b_, t_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Vector3::Internal_OrthoNormalize2_1491(DLL2SDK::UnityEngine::UnityEngine::Vector3* a_, DLL2SDK::UnityEngine::UnityEngine::Vector3* b_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4D6FDAC)(a_, b_);
}
void DLL2SDK::UnityEngine::UnityEngine::Vector3::INTERNAL_CALL_Internal_OrthoNormalize2_1492(DLL2SDK::UnityEngine::UnityEngine::Vector3* a_, DLL2SDK::UnityEngine::UnityEngine::Vector3* b_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4D6FDB0)(a_, b_);
}
void DLL2SDK::UnityEngine::UnityEngine::Vector3::OrthoNormalize_1493(DLL2SDK::UnityEngine::UnityEngine::Vector3* normal_, DLL2SDK::UnityEngine::UnityEngine::Vector3* tangent_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4D6FE50)(normal_, tangent_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Vector3::RotateTowards_1494(DLL2SDK::UnityEngine::UnityEngine::Vector3 current_, DLL2SDK::UnityEngine::UnityEngine::Vector3 target_, float maxRadiansDelta_, float maxMagnitudeDelta_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, float, float)>(DLL2SDK::GameAssemblyBase + 0x4D6FE54)(current_, target_, maxRadiansDelta_, maxMagnitudeDelta_);
}
void DLL2SDK::UnityEngine::UnityEngine::Vector3::INTERNAL_CALL_RotateTowards_1495(DLL2SDK::UnityEngine::UnityEngine::Vector3* current_, DLL2SDK::UnityEngine::UnityEngine::Vector3* target_, float maxRadiansDelta_, float maxMagnitudeDelta_, DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, float, float, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4D6FED8)(current_, target_, maxRadiansDelta_, maxMagnitudeDelta_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Vector3::Lerp_1496(DLL2SDK::UnityEngine::UnityEngine::Vector3 a_, DLL2SDK::UnityEngine::UnityEngine::Vector3 b_, float t_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, float)>(DLL2SDK::GameAssemblyBase + 0x4D6FFA0)(a_, b_, t_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Vector3::LerpUnclamped_1497(DLL2SDK::UnityEngine::UnityEngine::Vector3 a_, DLL2SDK::UnityEngine::UnityEngine::Vector3 b_, float t_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, float)>(DLL2SDK::GameAssemblyBase + 0x4D700BC)(a_, b_, t_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Vector3::MoveTowards_1498(DLL2SDK::UnityEngine::UnityEngine::Vector3 current_, DLL2SDK::UnityEngine::UnityEngine::Vector3 target_, float maxDistanceDelta_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, float)>(DLL2SDK::GameAssemblyBase + 0x4D7010C)(current_, target_, maxDistanceDelta_);
}
float DLL2SDK::UnityEngine::UnityEngine::Vector3::get_Item_1499(int32_t index_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D703F0)(this, index_);
}
void DLL2SDK::UnityEngine::UnityEngine::Vector3::set_Item_1500(int32_t index_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4D704DC)(this, index_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Vector3::Set_1501(float new_x_, float new_y_, float new_z_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4D704EC)(this, new_x_, new_y_, new_z_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Vector3::Scale_1502(DLL2SDK::UnityEngine::UnityEngine::Vector3 a_, DLL2SDK::UnityEngine::UnityEngine::Vector3 b_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D704F8)(a_, b_);
}
void DLL2SDK::UnityEngine::UnityEngine::Vector3::Scale_1503(DLL2SDK::UnityEngine::UnityEngine::Vector3 scale_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D70560)(this, scale_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Vector3::Cross_1504(DLL2SDK::UnityEngine::UnityEngine::Vector3 lhs_, DLL2SDK::UnityEngine::UnityEngine::Vector3 rhs_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D70594)(lhs_, rhs_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Vector3::GetHashCode_1505()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4D7061C)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Vector3::Equals_1506(DLL2SDK::mscorlib::System::Object* other_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4D70724)(this, other_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Vector3::Reflect_1507(DLL2SDK::UnityEngine::UnityEngine::Vector3 inDirection_, DLL2SDK::UnityEngine::UnityEngine::Vector3 inNormal_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D7072C)(inDirection_, inNormal_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Vector3::Normalize_1508(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D707E8)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Vector3::Normalize_1509()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4D709C8)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Vector3::get_normalized_1510()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4D70A1C)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::Vector3::Dot_1511(DLL2SDK::UnityEngine::UnityEngine::Vector3 lhs_, DLL2SDK::UnityEngine::UnityEngine::Vector3 rhs_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D70788)(lhs_, rhs_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Vector3::Project_1512(DLL2SDK::UnityEngine::UnityEngine::Vector3 vector_, DLL2SDK::UnityEngine::UnityEngine::Vector3 onNormal_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D70A6C)(vector_, onNormal_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Vector3::ProjectOnPlane_1513(DLL2SDK::UnityEngine::UnityEngine::Vector3 vector_, DLL2SDK::UnityEngine::UnityEngine::Vector3 planeNormal_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D70BD0)(vector_, planeNormal_);
}
float DLL2SDK::UnityEngine::UnityEngine::Vector3::Angle_1514(DLL2SDK::UnityEngine::UnityEngine::Vector3 from_, DLL2SDK::UnityEngine::UnityEngine::Vector3 to_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D70C40)(from_, to_);
}
float DLL2SDK::UnityEngine::UnityEngine::Vector3::Distance_1515(DLL2SDK::UnityEngine::UnityEngine::Vector3 a_, DLL2SDK::UnityEngine::UnityEngine::Vector3 b_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D70DB0)(a_, b_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Vector3::ClampMagnitude_1516(DLL2SDK::UnityEngine::UnityEngine::Vector3 vector_, float maxLength_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, float)>(DLL2SDK::GameAssemblyBase + 0x4D70ED0)(vector_, maxLength_);
}
float DLL2SDK::UnityEngine::UnityEngine::Vector3::Magnitude_1517(DLL2SDK::UnityEngine::UnityEngine::Vector3 a_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D7086C)(a_);
}
float DLL2SDK::UnityEngine::UnityEngine::Vector3::get_magnitude_1518()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4D70F90)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::Vector3::SqrMagnitude_1519(DLL2SDK::UnityEngine::UnityEngine::Vector3 a_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D70F98)(a_);
}
float DLL2SDK::UnityEngine::UnityEngine::Vector3::get_sqrMagnitude_1520()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4D70FC0)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Vector3::Min_1521(DLL2SDK::UnityEngine::UnityEngine::Vector3 lhs_, DLL2SDK::UnityEngine::UnityEngine::Vector3 rhs_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D70FE8)(lhs_, rhs_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Vector3::Max_1522(DLL2SDK::UnityEngine::UnityEngine::Vector3 lhs_, DLL2SDK::UnityEngine::UnityEngine::Vector3 rhs_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D710F4)(lhs_, rhs_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Vector3::get_zero_1523()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)()>(DLL2SDK::GameAssemblyBase + 0x4D6EBA4)();
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Vector3::get_one_1524()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)()>(DLL2SDK::GameAssemblyBase + 0x4D71200)();
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Vector3::get_forward_1525()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)()>(DLL2SDK::GameAssemblyBase + 0x4D6C100)();
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Vector3::get_back_1526()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)()>(DLL2SDK::GameAssemblyBase + 0x4D6EBB8)();
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Vector3::get_up_1527()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)()>(DLL2SDK::GameAssemblyBase + 0x4D6C024)();
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Vector3::get_down_1528()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)()>(DLL2SDK::GameAssemblyBase + 0x4D71214)();
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Vector3::get_left_1529()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)()>(DLL2SDK::GameAssemblyBase + 0x4D7122C)();
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Vector3::get_right_1530()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)()>(DLL2SDK::GameAssemblyBase + 0x4D6BF4C)();
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Vector3::op_Addition_1531(DLL2SDK::UnityEngine::UnityEngine::Vector3 a_, DLL2SDK::UnityEngine::UnityEngine::Vector3 b_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D6CF58)(a_, b_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Vector3::op_Subtraction_1532(DLL2SDK::UnityEngine::UnityEngine::Vector3 a_, DLL2SDK::UnityEngine::UnityEngine::Vector3 b_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D6D550)(a_, b_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Vector3::op_UnaryNegation_1533(DLL2SDK::UnityEngine::UnityEngine::Vector3 a_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D71244)(a_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Vector3::op_Multiply_1534(DLL2SDK::UnityEngine::UnityEngine::Vector3 a_, float d_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, float)>(DLL2SDK::GameAssemblyBase + 0x4D702E4)(a_, d_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Vector3::op_Multiply_1535(float d_, DLL2SDK::UnityEngine::UnityEngine::Vector3 a_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(float, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D707BC)(d_, a_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Vector3::op_Division_1536(DLL2SDK::UnityEngine::UnityEngine::Vector3 a_, float d_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, float)>(DLL2SDK::GameAssemblyBase + 0x4D702B8)(a_, d_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Vector3::op_Equality_1537(DLL2SDK::UnityEngine::UnityEngine::Vector3 lhs_, DLL2SDK::UnityEngine::UnityEngine::Vector3 rhs_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D71260)(lhs_, rhs_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Vector3::op_Inequality_1538(DLL2SDK::UnityEngine::UnityEngine::Vector3 lhs_, DLL2SDK::UnityEngine::UnityEngine::Vector3 rhs_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D712B4)(lhs_, rhs_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Vector3::ToString_1539()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4D71510)(this);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Vector3::ToString_1540(DLL2SDK::mscorlib::System::String* format_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4D716E4)(this, format_);
}
void DLL2SDK::UnityEngine::UnityEngine::Vector2::_ctor_4921(float x_, float y_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2*, float, float)>(DLL2SDK::GameAssemblyBase + 0x4D6ECD8)(this, x_, y_);
}
float DLL2SDK::UnityEngine::UnityEngine::Vector2::get_Item_4922(int32_t index_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D6EDB4)(this, index_);
}
void DLL2SDK::UnityEngine::UnityEngine::Vector2::set_Item_4923(int32_t index_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4D6EE90)(this, index_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Vector2::Set_4924(float newX_, float newY_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2*, float, float)>(DLL2SDK::GameAssemblyBase + 0x4D6EEA0)(this, newX_, newY_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Vector2::Lerp_4925(DLL2SDK::UnityEngine::UnityEngine::Vector2 a_, DLL2SDK::UnityEngine::UnityEngine::Vector2 b_, float t_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2, float)>(DLL2SDK::GameAssemblyBase + 0x4D6EEAC)(a_, b_, t_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Vector2::LerpUnclamped_4926(DLL2SDK::UnityEngine::UnityEngine::Vector2 a_, DLL2SDK::UnityEngine::UnityEngine::Vector2 b_, float t_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2, float)>(DLL2SDK::GameAssemblyBase + 0x4D6EFA4)(a_, b_, t_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Vector2::MoveTowards_4927(DLL2SDK::UnityEngine::UnityEngine::Vector2 current_, DLL2SDK::UnityEngine::UnityEngine::Vector2 target_, float maxDistanceDelta_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2, float)>(DLL2SDK::GameAssemblyBase + 0x4D6EFDC)(current_, target_, maxDistanceDelta_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Vector2::Scale_4928(DLL2SDK::UnityEngine::UnityEngine::Vector2 a_, DLL2SDK::UnityEngine::UnityEngine::Vector2 b_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4D6F198)(a_, b_);
}
void DLL2SDK::UnityEngine::UnityEngine::Vector2::Normalize_4929()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4D6F210)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Vector2::get_normalized_4930()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4D6F25C)(this);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Vector2::ToString_4931()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4D6F440)(this);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Vector2::ToString_4932(DLL2SDK::mscorlib::System::String* format_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4D6F5C0)(this, format_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Vector2::GetHashCode_4933()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4D6F5F4)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Vector2::Equals_4934(DLL2SDK::mscorlib::System::Object* other_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4D6F704)(this, other_);
}
float DLL2SDK::UnityEngine::UnityEngine::Vector2::Dot_4935(DLL2SDK::UnityEngine::UnityEngine::Vector2 lhs_, DLL2SDK::UnityEngine::UnityEngine::Vector2 rhs_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4D6F70C)(lhs_, rhs_);
}
float DLL2SDK::UnityEngine::UnityEngine::Vector2::get_magnitude_4936()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4D6F730)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::Vector2::get_sqrMagnitude_4937()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4D6F74C)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::Vector2::Angle_4938(DLL2SDK::UnityEngine::UnityEngine::Vector2 from_, DLL2SDK::UnityEngine::UnityEngine::Vector2 to_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4D6F760)(from_, to_);
}
float DLL2SDK::UnityEngine::UnityEngine::Vector2::Distance_4939(DLL2SDK::UnityEngine::UnityEngine::Vector2 a_, DLL2SDK::UnityEngine::UnityEngine::Vector2 b_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4D6F898)(a_, b_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Vector2::ClampMagnitude_4940(DLL2SDK::UnityEngine::UnityEngine::Vector2 vector_, float maxLength_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2, float)>(DLL2SDK::GameAssemblyBase + 0x4D6F8E0)(vector_, maxLength_);
}
float DLL2SDK::UnityEngine::UnityEngine::Vector2::SqrMagnitude_4941(DLL2SDK::UnityEngine::UnityEngine::Vector2 a_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4D6F978)(a_);
}
float DLL2SDK::UnityEngine::UnityEngine::Vector2::SqrMagnitude_4942()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4D6F994)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Vector2::Min_4943(DLL2SDK::UnityEngine::UnityEngine::Vector2 lhs_, DLL2SDK::UnityEngine::UnityEngine::Vector2 rhs_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4D6F9A8)(lhs_, rhs_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Vector2::Max_4944(DLL2SDK::UnityEngine::UnityEngine::Vector2 lhs_, DLL2SDK::UnityEngine::UnityEngine::Vector2 rhs_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4D6FA84)(lhs_, rhs_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Vector2::op_Addition_4945(DLL2SDK::UnityEngine::UnityEngine::Vector2 a_, DLL2SDK::UnityEngine::UnityEngine::Vector2 b_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4D61858)(a_, b_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Vector2::op_Subtraction_4946(DLL2SDK::UnityEngine::UnityEngine::Vector2 a_, DLL2SDK::UnityEngine::UnityEngine::Vector2 b_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4D633BC)(a_, b_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Vector2::op_UnaryNegation_4947(DLL2SDK::UnityEngine::UnityEngine::Vector2 a_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4D6FB60)(a_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Vector2::op_Multiply_4948(DLL2SDK::UnityEngine::UnityEngine::Vector2 a_, float d_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2, float)>(DLL2SDK::GameAssemblyBase + 0x4D6F178)(a_, d_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Vector2::op_Multiply_4949(float d_, DLL2SDK::UnityEngine::UnityEngine::Vector2 a_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(float, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4D6FB70)(d_, a_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Vector2::op_Division_4950(DLL2SDK::UnityEngine::UnityEngine::Vector2 a_, float d_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2, float)>(DLL2SDK::GameAssemblyBase + 0x4D6F158)(a_, d_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Vector2::op_Equality_4951(DLL2SDK::UnityEngine::UnityEngine::Vector2 lhs_, DLL2SDK::UnityEngine::UnityEngine::Vector2 rhs_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4D6FB90)(lhs_, rhs_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Vector2::op_Inequality_4952(DLL2SDK::UnityEngine::UnityEngine::Vector2 lhs_, DLL2SDK::UnityEngine::UnityEngine::Vector2 rhs_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4D6FBD0)(lhs_, rhs_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Vector2::get_zero_4955()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)()>(DLL2SDK::GameAssemblyBase + 0x4D5EA2C)();
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Vector2::get_one_4956()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)()>(DLL2SDK::GameAssemblyBase + 0x4D6FC28)();
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Vector2::get_up_4957()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)()>(DLL2SDK::GameAssemblyBase + 0x4D6FC38)();
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Vector2::get_right_4958()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)()>(DLL2SDK::GameAssemblyBase + 0x4D6FC48)();
}
void DLL2SDK::UnityEngine::UnityEngine::Vector4::_ctor_5416(float x_, float y_, float z_, float w_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector4*, float, float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4D716EC)(this, x_, y_, z_, w_);
}
void DLL2SDK::UnityEngine::UnityEngine::Vector4::_ctor_5417(float x_, float y_, float z_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector4*, float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4D7170C)(this, x_, y_, z_);
}
void DLL2SDK::UnityEngine::UnityEngine::Vector4::_ctor_5418(float x_, float y_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector4*, float, float)>(DLL2SDK::GameAssemblyBase + 0x4D71734)(this, x_, y_);
}
float DLL2SDK::UnityEngine::UnityEngine::Vector4::get_Item_5419(int32_t index_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Vector4*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D7183C)(this, index_);
}
void DLL2SDK::UnityEngine::UnityEngine::Vector4::set_Item_5420(int32_t index_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector4*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4D71944)(this, index_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Vector4::Set_5421(float new_x_, float new_y_, float new_z_, float new_w_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector4*, float, float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4D7195C)(this, new_x_, new_y_, new_z_, new_w_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector4 DLL2SDK::UnityEngine::UnityEngine::Vector4::Lerp_5422(DLL2SDK::UnityEngine::UnityEngine::Vector4 a_, DLL2SDK::UnityEngine::UnityEngine::Vector4 b_, float t_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector4(*)(DLL2SDK::UnityEngine::UnityEngine::Vector4, DLL2SDK::UnityEngine::UnityEngine::Vector4, float)>(DLL2SDK::GameAssemblyBase + 0x4D71970)(a_, b_, t_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector4 DLL2SDK::UnityEngine::UnityEngine::Vector4::Scale_5423(DLL2SDK::UnityEngine::UnityEngine::Vector4 a_, DLL2SDK::UnityEngine::UnityEngine::Vector4 b_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector4(*)(DLL2SDK::UnityEngine::UnityEngine::Vector4, DLL2SDK::UnityEngine::UnityEngine::Vector4)>(DLL2SDK::GameAssemblyBase + 0x4D71AB0)(a_, b_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Vector4::GetHashCode_5424()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Vector4*)>(DLL2SDK::GameAssemblyBase + 0x4D71B40)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Vector4::Equals_5425(DLL2SDK::mscorlib::System::Object* other_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector4*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4D71C68)(this, other_);
}
void DLL2SDK::UnityEngine::UnityEngine::Vector4::Normalize_5426()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector4*)>(DLL2SDK::GameAssemblyBase + 0x4D71E34)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::Vector4::Dot_5427(DLL2SDK::UnityEngine::UnityEngine::Vector4 a_, DLL2SDK::UnityEngine::UnityEngine::Vector4 b_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Vector4, DLL2SDK::UnityEngine::UnityEngine::Vector4)>(DLL2SDK::GameAssemblyBase + 0x4D71E3C)(a_, b_);
}
float DLL2SDK::UnityEngine::UnityEngine::Vector4::Magnitude_5428(DLL2SDK::UnityEngine::UnityEngine::Vector4 a_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Vector4)>(DLL2SDK::GameAssemblyBase + 0x4D71CF4)(a_);
}
float DLL2SDK::UnityEngine::UnityEngine::Vector4::get_magnitude_5429()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Vector4*)>(DLL2SDK::GameAssemblyBase + 0x4D71F70)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::Vector4::get_sqrMagnitude_5430()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Vector4*)>(DLL2SDK::GameAssemblyBase + 0x4D71FAC)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector4 DLL2SDK::UnityEngine::UnityEngine::Vector4::Max_5431(DLL2SDK::UnityEngine::UnityEngine::Vector4 lhs_, DLL2SDK::UnityEngine::UnityEngine::Vector4 rhs_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector4(*)(DLL2SDK::UnityEngine::UnityEngine::Vector4, DLL2SDK::UnityEngine::UnityEngine::Vector4)>(DLL2SDK::GameAssemblyBase + 0x4D71FE0)(lhs_, rhs_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector4 DLL2SDK::UnityEngine::UnityEngine::Vector4::get_zero_5432()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector4(*)()>(DLL2SDK::GameAssemblyBase + 0x4D71E28)();
}
DLL2SDK::UnityEngine::UnityEngine::Vector4 DLL2SDK::UnityEngine::UnityEngine::Vector4::get_one_5433()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector4(*)()>(DLL2SDK::GameAssemblyBase + 0x4D72104)();
}
DLL2SDK::UnityEngine::UnityEngine::Vector4 DLL2SDK::UnityEngine::UnityEngine::Vector4::op_Addition_5434(DLL2SDK::UnityEngine::UnityEngine::Vector4 a_, DLL2SDK::UnityEngine::UnityEngine::Vector4 b_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector4(*)(DLL2SDK::UnityEngine::UnityEngine::Vector4, DLL2SDK::UnityEngine::UnityEngine::Vector4)>(DLL2SDK::GameAssemblyBase + 0x4D72110)(a_, b_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector4 DLL2SDK::UnityEngine::UnityEngine::Vector4::op_Subtraction_5435(DLL2SDK::UnityEngine::UnityEngine::Vector4 a_, DLL2SDK::UnityEngine::UnityEngine::Vector4 b_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector4(*)(DLL2SDK::UnityEngine::UnityEngine::Vector4, DLL2SDK::UnityEngine::UnityEngine::Vector4)>(DLL2SDK::GameAssemblyBase + 0x4D72154)(a_, b_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector4 DLL2SDK::UnityEngine::UnityEngine::Vector4::op_UnaryNegation_5436(DLL2SDK::UnityEngine::UnityEngine::Vector4 a_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector4(*)(DLL2SDK::UnityEngine::UnityEngine::Vector4)>(DLL2SDK::GameAssemblyBase + 0x4D72198)(a_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector4 DLL2SDK::UnityEngine::UnityEngine::Vector4::op_Multiply_5437(DLL2SDK::UnityEngine::UnityEngine::Vector4 a_, float d_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector4(*)(DLL2SDK::UnityEngine::UnityEngine::Vector4, float)>(DLL2SDK::GameAssemblyBase + 0x4D721BC)(a_, d_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector4 DLL2SDK::UnityEngine::UnityEngine::Vector4::op_Multiply_5438(float d_, DLL2SDK::UnityEngine::UnityEngine::Vector4 a_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector4(*)(float, DLL2SDK::UnityEngine::UnityEngine::Vector4)>(DLL2SDK::GameAssemblyBase + 0x4D721F4)(d_, a_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector4 DLL2SDK::UnityEngine::UnityEngine::Vector4::op_Division_5439(DLL2SDK::UnityEngine::UnityEngine::Vector4 a_, float d_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector4(*)(DLL2SDK::UnityEngine::UnityEngine::Vector4, float)>(DLL2SDK::GameAssemblyBase + 0x4D71DF0)(a_, d_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Vector4::op_Equality_5440(DLL2SDK::UnityEngine::UnityEngine::Vector4 lhs_, DLL2SDK::UnityEngine::UnityEngine::Vector4 rhs_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector4, DLL2SDK::UnityEngine::UnityEngine::Vector4)>(DLL2SDK::GameAssemblyBase + 0x4D7222C)(lhs_, rhs_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Vector4::op_Inequality_5441(DLL2SDK::UnityEngine::UnityEngine::Vector4 lhs_, DLL2SDK::UnityEngine::UnityEngine::Vector4 rhs_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector4, DLL2SDK::UnityEngine::UnityEngine::Vector4)>(DLL2SDK::GameAssemblyBase + 0x4D722C8)(lhs_, rhs_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Vector4::ToString_5446()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Vector4*)>(DLL2SDK::GameAssemblyBase + 0x4D725E4)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::Vector4::SqrMagnitude_5447(DLL2SDK::UnityEngine::UnityEngine::Vector4 a_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Vector4)>(DLL2SDK::GameAssemblyBase + 0x4D72294)(a_);
}
void DLL2SDK::UnityEngine::UnityEngine::Color::_ctor_5085(float r_, float g_, float b_, float a_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Color*, float, float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4DC51F0)(this, r_, g_, b_, a_);
}
void DLL2SDK::UnityEngine::UnityEngine::Color::_ctor_5086(float r_, float g_, float b_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Color*, float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4DC5210)(this, r_, g_, b_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Color::ToString_5087()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4DC54A0)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Color::GetHashCode_5088()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4DC5550)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Color::Equals_5089(DLL2SDK::mscorlib::System::Object* other_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Color*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4DC5678)(this, other_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Color::op_Addition_5090(DLL2SDK::UnityEngine::UnityEngine::Color a_, DLL2SDK::UnityEngine::UnityEngine::Color b_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine::UnityEngine::Color, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4DC5680)(a_, b_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Color::op_Subtraction_5091(DLL2SDK::UnityEngine::UnityEngine::Color a_, DLL2SDK::UnityEngine::UnityEngine::Color b_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine::UnityEngine::Color, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4DC56C4)(a_, b_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Color::op_Multiply_5092(DLL2SDK::UnityEngine::UnityEngine::Color a_, DLL2SDK::UnityEngine::UnityEngine::Color b_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine::UnityEngine::Color, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4DC5708)(a_, b_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Color::op_Multiply_5093(DLL2SDK::UnityEngine::UnityEngine::Color a_, float b_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine::UnityEngine::Color, float)>(DLL2SDK::GameAssemblyBase + 0x4DC574C)(a_, b_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Color::op_Multiply_5094(float b_, DLL2SDK::UnityEngine::UnityEngine::Color a_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(float, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4DC5784)(b_, a_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Color::op_Division_5095(DLL2SDK::UnityEngine::UnityEngine::Color a_, float b_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine::UnityEngine::Color, float)>(DLL2SDK::GameAssemblyBase + 0x4DC57BC)(a_, b_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Color::op_Equality_5096(DLL2SDK::UnityEngine::UnityEngine::Color lhs_, DLL2SDK::UnityEngine::UnityEngine::Color rhs_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Color, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4DC57F4)(lhs_, rhs_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Color::op_Inequality_5097(DLL2SDK::UnityEngine::UnityEngine::Color lhs_, DLL2SDK::UnityEngine::UnityEngine::Color rhs_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Color, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4DC5880)(lhs_, rhs_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Color::Lerp_5098(DLL2SDK::UnityEngine::UnityEngine::Color a_, DLL2SDK::UnityEngine::UnityEngine::Color b_, float t_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine::UnityEngine::Color, DLL2SDK::UnityEngine::UnityEngine::Color, float)>(DLL2SDK::GameAssemblyBase + 0x4DC58C0)(a_, b_, t_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Color::LerpUnclamped_5099(DLL2SDK::UnityEngine::UnityEngine::Color a_, DLL2SDK::UnityEngine::UnityEngine::Color b_, float t_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine::UnityEngine::Color, DLL2SDK::UnityEngine::UnityEngine::Color, float)>(DLL2SDK::GameAssemblyBase + 0x4DC5A00)(a_, b_, t_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Color::get_red_5100()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)()>(DLL2SDK::GameAssemblyBase + 0x4DC5A68)();
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Color::get_green_5101()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)()>(DLL2SDK::GameAssemblyBase + 0x4DC5A80)();
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Color::get_blue_5102()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)()>(DLL2SDK::GameAssemblyBase + 0x4DC5A98)();
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Color::get_white_5103()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)()>(DLL2SDK::GameAssemblyBase + 0x4DC5AB0)();
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Color::get_black_5104()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)()>(DLL2SDK::GameAssemblyBase + 0x4DC5ABC)();
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Color::get_yellow_5105()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)()>(DLL2SDK::GameAssemblyBase + 0x4DC5AD8)();
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Color::get_cyan_5106()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)()>(DLL2SDK::GameAssemblyBase + 0x4DC5AF8)();
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Color::get_magenta_5107()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)()>(DLL2SDK::GameAssemblyBase + 0x4DC5B10)();
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Color::get_gray_5108()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)()>(DLL2SDK::GameAssemblyBase + 0x4DC5B28)();
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Color::get_grey_5109()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)()>(DLL2SDK::GameAssemblyBase + 0x4DC5B44)();
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Color::get_clear_5110()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)()>(DLL2SDK::GameAssemblyBase + 0x4DC5B60)();
}
float DLL2SDK::UnityEngine::UnityEngine::Color::get_grayscale_5111()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4DC5BAC)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Color::get_linear_5112()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4DC5CDC)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Color::get_gamma_5113()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4DC5DE0)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::Color::get_maxColorComponent_5114()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4DC5EC4)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::Color::get_Item_5117(int32_t index_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Color*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DC5FD4)(this, index_);
}
void DLL2SDK::UnityEngine::UnityEngine::Color::set_Item_5118(int32_t index_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Color*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4DC60DC)(this, index_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Color::HSVToRGB_5119(float H_, float S_, float V_, bool hdr_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(float, float, float, bool)>(DLL2SDK::GameAssemblyBase + 0x4DC60E4)(H_, S_, V_, hdr_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxGradient::_ctor_2614(DLL2SDK::UnityEngine::UnityEngine::Color color_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxGradient*, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4AE7528)(this, color_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve::_ctor_2605(float constant_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve*, float)>(DLL2SDK::GameAssemblyBase + 0x4AE7294)(this, constant_);
}
DLL2SDK::UnityEngine::UnityEngine::ParticleSystemCurveMode DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve::get_mode_2606()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::ParticleSystemCurveMode(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve*)>(DLL2SDK::GameAssemblyBase + 0x4AE72B8)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve::get_constantMax_2607()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve*)>(DLL2SDK::GameAssemblyBase + 0x4AE72C8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve::set_constantMax_2608(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve*, float)>(DLL2SDK::GameAssemblyBase + 0x4AE72D8)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve::get_constantMin_2609()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve*)>(DLL2SDK::GameAssemblyBase + 0x4AE72E8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve::set_constantMin_2610(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve*, float)>(DLL2SDK::GameAssemblyBase + 0x4AE72F8)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve::get_constant_2611()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve*)>(DLL2SDK::GameAssemblyBase + 0x4AE7308)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve::set_constant_2612(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve*, float)>(DLL2SDK::GameAssemblyBase + 0x4AE7318)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_EmissionModule::_ctor_2639(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem* particleSystem_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_EmissionModule*, DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*)>(DLL2SDK::GameAssemblyBase + 0x4AE6304)(this, particleSystem_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_EmissionModule::set_enabled_2640(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_EmissionModule*, bool)>(DLL2SDK::GameAssemblyBase + 0x4AE63B8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_EmissionModule::set_rateOverDistance_2641(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_EmissionModule*, DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve)>(DLL2SDK::GameAssemblyBase + 0x4AE6490)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_EmissionModule::SetEnabled_2642(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem* system_, bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*, bool)>(DLL2SDK::GameAssemblyBase + 0x4AE6318)(system_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_EmissionModule::SetRateOverDistance_2643(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem* system_, DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve* curve_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*, DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve*)>(DLL2SDK::GameAssemblyBase + 0x4AE63F0)(system_, curve_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_IteratorDelegate::_ctor_2644(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_IteratorDelegate*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4AE5AA8)(this, object_, method_);
}
bool DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_IteratorDelegate::Invoke_2645(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem* ps_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_IteratorDelegate*, DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*, void*)>(Data.methodPtr)(this, ps_, Data.method);
}
DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_IteratorDelegate::BeginInvoke_2646(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem* ps_, DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<DLL2SDK::mscorlib::System::IAsyncResult*(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_IteratorDelegate*, DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*, DLL2SDK::mscorlib::System::AsyncCallback*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, ps_, callback_, object_, Data.method);
}
bool DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_IteratorDelegate::EndInvoke_2647(DLL2SDK::mscorlib::System::IAsyncResult* result_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_IteratorDelegate*, DLL2SDK::mscorlib::System::IAsyncResult*, void*)>(Data.methodPtr)(this, result_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem__Simulate_c__AnonStorey0::_ctor_2648()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem__Simulate_c__AnonStorey0*)>(DLL2SDK::GameAssemblyBase + 0x4AE5AA0)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::ParticleSystem__Simulate_c__AnonStorey0::__m__0_2649(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem* ps_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem__Simulate_c__AnonStorey0*, DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*)>(DLL2SDK::GameAssemblyBase + 0x4AE6270)(this, ps_);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent_UpdateSimulationDelegate::_ctor_3215(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent_UpdateSimulationDelegate*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4D755E0)(this, object_, method_);
}
bool DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent_UpdateSimulationDelegate::Invoke_3216(float dt_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent_UpdateSimulationDelegate*, float, void*)>(Data.methodPtr)(this, dt_, Data.method);
}
DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent_UpdateSimulationDelegate::BeginInvoke_3217(float dt_, DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<DLL2SDK::mscorlib::System::IAsyncResult*(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent_UpdateSimulationDelegate*, float, DLL2SDK::mscorlib::System::AsyncCallback*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, dt_, callback_, object_, Data.method);
}
bool DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent_UpdateSimulationDelegate::EndInvoke_3218(DLL2SDK::mscorlib::System::IAsyncResult* result_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent_UpdateSimulationDelegate*, DLL2SDK::mscorlib::System::IAsyncResult*, void*)>(Data.methodPtr)(this, result_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMesh_OnNavMeshPreUpdate::_ctor_3248(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMesh_OnNavMeshPreUpdate*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x46290B4)(this, object_, method_);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMesh_OnNavMeshPreUpdate::Invoke_3249()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMesh_OnNavMeshPreUpdate*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::UnityEngine::UnityEngine::AI::NavMesh_OnNavMeshPreUpdate::BeginInvoke_3250(DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<DLL2SDK::mscorlib::System::IAsyncResult*(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMesh_OnNavMeshPreUpdate*, DLL2SDK::mscorlib::System::AsyncCallback*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, callback_, object_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMesh_OnNavMeshPreUpdate::EndInvoke_3251(DLL2SDK::mscorlib::System::IAsyncResult* result_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMesh_OnNavMeshPreUpdate*, DLL2SDK::mscorlib::System::IAsyncResult*, void*)>(Data.methodPtr)(this, result_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::AudioSettings_AudioConfigurationChangeHandler::_ctor_3317(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AudioSettings_AudioConfigurationChangeHandler*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x46446E0)(this, object_, method_);
}
void DLL2SDK::UnityEngine::UnityEngine::AudioSettings_AudioConfigurationChangeHandler::Invoke_3318(bool deviceWasChanged_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AudioSettings_AudioConfigurationChangeHandler*, bool, void*)>(Data.methodPtr)(this, deviceWasChanged_, Data.method);
}
DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::UnityEngine::UnityEngine::AudioSettings_AudioConfigurationChangeHandler::BeginInvoke_3319(bool deviceWasChanged_, DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<DLL2SDK::mscorlib::System::IAsyncResult*(*)(DLL2SDK::UnityEngine::UnityEngine::AudioSettings_AudioConfigurationChangeHandler*, bool, DLL2SDK::mscorlib::System::AsyncCallback*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, deviceWasChanged_, callback_, object_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::AudioSettings_AudioConfigurationChangeHandler::EndInvoke_3320(DLL2SDK::mscorlib::System::IAsyncResult* result_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AudioSettings_AudioConfigurationChangeHandler*, DLL2SDK::mscorlib::System::IAsyncResult*, void*)>(Data.methodPtr)(this, result_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::AudioClip_PCMReaderCallback::_ctor_3324(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AudioClip_PCMReaderCallback*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x46441A8)(this, object_, method_);
}
void DLL2SDK::UnityEngine::UnityEngine::AudioClip_PCMReaderCallback::Invoke_3325(DLL2SDK::Array<float>* data_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AudioClip_PCMReaderCallback*, DLL2SDK::Array<float>*, void*)>(Data.methodPtr)(this, data_, Data.method);
}
DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::UnityEngine::UnityEngine::AudioClip_PCMReaderCallback::BeginInvoke_3326(DLL2SDK::Array<float>* data_, DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<DLL2SDK::mscorlib::System::IAsyncResult*(*)(DLL2SDK::UnityEngine::UnityEngine::AudioClip_PCMReaderCallback*, DLL2SDK::Array<float>*, DLL2SDK::mscorlib::System::AsyncCallback*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, data_, callback_, object_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::AudioClip_PCMReaderCallback::EndInvoke_3327(DLL2SDK::mscorlib::System::IAsyncResult* result_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AudioClip_PCMReaderCallback*, DLL2SDK::mscorlib::System::IAsyncResult*, void*)>(Data.methodPtr)(this, result_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::AudioClip_PCMSetPositionCallback::_ctor_3328(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AudioClip_PCMSetPositionCallback*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4644204)(this, object_, method_);
}
void DLL2SDK::UnityEngine::UnityEngine::AudioClip_PCMSetPositionCallback::Invoke_3329(int32_t position_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AudioClip_PCMSetPositionCallback*, int32_t, void*)>(Data.methodPtr)(this, position_, Data.method);
}
DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::UnityEngine::UnityEngine::AudioClip_PCMSetPositionCallback::BeginInvoke_3330(int32_t position_, DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<DLL2SDK::mscorlib::System::IAsyncResult*(*)(DLL2SDK::UnityEngine::UnityEngine::AudioClip_PCMSetPositionCallback*, int32_t, DLL2SDK::mscorlib::System::AsyncCallback*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, position_, callback_, object_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::AudioClip_PCMSetPositionCallback::EndInvoke_3331(DLL2SDK::mscorlib::System::IAsyncResult* result_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AudioClip_PCMSetPositionCallback*, DLL2SDK::mscorlib::System::IAsyncResult*, void*)>(Data.methodPtr)(this, result_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Animation_Enumerator::_ctor_3451(DLL2SDK::UnityEngine::UnityEngine::Animation* outer_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animation_Enumerator*, DLL2SDK::UnityEngine::UnityEngine::Animation*)>(DLL2SDK::GameAssemblyBase + 0x4635CBC)(this, outer_);
}
DLL2SDK::mscorlib::System::Object* DLL2SDK::UnityEngine::UnityEngine::Animation_Enumerator::get_Current_3452()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<DLL2SDK::mscorlib::System::Object*(*)(DLL2SDK::UnityEngine::UnityEngine::Animation_Enumerator*, void*)>(Data.methodPtr)(this, Data.method);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animation_Enumerator::MoveNext_3453()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animation_Enumerator*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Animation_Enumerator::Reset_3454()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[6];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animation_Enumerator*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator_ObjectCreated::_ctor_3708(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator_ObjectCreated*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x463E6C8)(this, object_, method_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator_ObjectCreated::Invoke_3709()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator_ObjectCreated*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::UnityEngine::UnityEngine::Animator_ObjectCreated::BeginInvoke_3710(DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<DLL2SDK::mscorlib::System::IAsyncResult*(*)(DLL2SDK::UnityEngine::UnityEngine::Animator_ObjectCreated*, DLL2SDK::mscorlib::System::AsyncCallback*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, callback_, object_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator_ObjectCreated::EndInvoke_3711(DLL2SDK::mscorlib::System::IAsyncResult* result_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator_ObjectCreated*, DLL2SDK::mscorlib::System::IAsyncResult*, void*)>(Data.methodPtr)(this, result_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator_ObjectCleared::_ctor_3712(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator_ObjectCleared*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x463E670)(this, object_, method_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator_ObjectCleared::Invoke_3713()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator_ObjectCleared*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::UnityEngine::UnityEngine::Animator_ObjectCleared::BeginInvoke_3714(DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<DLL2SDK::mscorlib::System::IAsyncResult*(*)(DLL2SDK::UnityEngine::UnityEngine::Animator_ObjectCleared*, DLL2SDK::mscorlib::System::AsyncCallback*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, callback_, object_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator_ObjectCleared::EndInvoke_3715(DLL2SDK::mscorlib::System::IAsyncResult* result_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator_ObjectCleared*, DLL2SDK::mscorlib::System::IAsyncResult*, void*)>(Data.methodPtr)(this, result_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Font_FontTextureRebuildCallback::_ctor_4084(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Font_FontTextureRebuildCallback*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4702B9C)(this, object_, method_);
}
void DLL2SDK::UnityEngine::UnityEngine::Font_FontTextureRebuildCallback::Invoke_4085()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Font_FontTextureRebuildCallback*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::UnityEngine::UnityEngine::Font_FontTextureRebuildCallback::BeginInvoke_4086(DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<DLL2SDK::mscorlib::System::IAsyncResult*(*)(DLL2SDK::UnityEngine::UnityEngine::Font_FontTextureRebuildCallback*, DLL2SDK::mscorlib::System::AsyncCallback*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, callback_, object_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Font_FontTextureRebuildCallback::EndInvoke_4087(DLL2SDK::mscorlib::System::IAsyncResult* result_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Font_FontTextureRebuildCallback*, DLL2SDK::mscorlib::System::IAsyncResult*, void*)>(Data.methodPtr)(this, result_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Canvas_WillRenderCanvases::_ctor_4125(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Canvas_WillRenderCanvases*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x464D00C)(this, object_, method_);
}
void DLL2SDK::UnityEngine::UnityEngine::Canvas_WillRenderCanvases::Invoke_4126()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Canvas_WillRenderCanvases*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::UnityEngine::UnityEngine::Canvas_WillRenderCanvases::BeginInvoke_4127(DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<DLL2SDK::mscorlib::System::IAsyncResult*(*)(DLL2SDK::UnityEngine::UnityEngine::Canvas_WillRenderCanvases*, DLL2SDK::mscorlib::System::AsyncCallback*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, callback_, object_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Canvas_WillRenderCanvases::EndInvoke_4128(DLL2SDK::mscorlib::System::IAsyncResult* result_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Canvas_WillRenderCanvases*, DLL2SDK::mscorlib::System::IAsyncResult*, void*)>(Data.methodPtr)(this, result_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI_WindowFunction::_ctor_4292(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUI_WindowFunction*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4718984)(this, object_, method_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI_WindowFunction::Invoke_4293(int32_t id_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUI_WindowFunction*, int32_t, void*)>(Data.methodPtr)(this, id_, Data.method);
}
DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::UnityEngine::UnityEngine::GUI_WindowFunction::BeginInvoke_4294(int32_t id_, DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<DLL2SDK::mscorlib::System::IAsyncResult*(*)(DLL2SDK::UnityEngine::UnityEngine::GUI_WindowFunction*, int32_t, DLL2SDK::mscorlib::System::AsyncCallback*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, id_, callback_, object_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI_WindowFunction::EndInvoke_4295(DLL2SDK::mscorlib::System::IAsyncResult* result_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUI_WindowFunction*, DLL2SDK::mscorlib::System::IAsyncResult*, void*)>(Data.methodPtr)(this, result_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Rect::_ctor_5011(float x_, float y_, float width_, float height_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*, float, float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4AF13D0)(this, x_, y_, width_, height_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rect::_ctor_5012(DLL2SDK::UnityEngine::UnityEngine::Rect source_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*, DLL2SDK::UnityEngine::UnityEngine::Rect)>(DLL2SDK::GameAssemblyBase + 0x4AF13F0)(this, source_);
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine::UnityEngine::Rect::MinMaxRect_5013(float xmin_, float ymin_, float xmax_, float ymax_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(float, float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4AF1408)(xmin_, ymin_, xmax_, ymax_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rect::Set_5014(float x_, float y_, float width_, float height_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*, float, float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4AF1440)(this, x_, y_, width_, height_);
}
float DLL2SDK::UnityEngine::UnityEngine::Rect::get_x_5015()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x4AF145C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Rect::set_x_5016(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*, float)>(DLL2SDK::GameAssemblyBase + 0x4AF146C)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Rect::get_y_5017()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x4AF147C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Rect::set_y_5018(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*, float)>(DLL2SDK::GameAssemblyBase + 0x4AF148C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Rect::get_position_5019()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x4AF14D8)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Rect::get_center_5020()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x4AF1580)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Rect::get_min_5021()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x4AF1638)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Rect::get_max_5022()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x4AF16FC)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::Rect::get_width_5023()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x4AF175C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Rect::set_width_5024(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*, float)>(DLL2SDK::GameAssemblyBase + 0x4AF176C)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Rect::get_height_5025()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x4AF177C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Rect::set_height_5026(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*, float)>(DLL2SDK::GameAssemblyBase + 0x4AF178C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Rect::get_size_5027()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x4AF17D8)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::Rect::get_xMin_5028()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x4AF181C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Rect::set_xMin_5029(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*, float)>(DLL2SDK::GameAssemblyBase + 0x4AF1844)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Rect::get_yMin_5030()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x4AF1864)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Rect::set_yMin_5031(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*, float)>(DLL2SDK::GameAssemblyBase + 0x4AF188C)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Rect::get_xMax_5032()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x4AF18AC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Rect::set_xMax_5033(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*, float)>(DLL2SDK::GameAssemblyBase + 0x4AF18D4)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Rect::get_yMax_5034()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x4AF18E8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Rect::set_yMax_5035(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*, float)>(DLL2SDK::GameAssemblyBase + 0x4AF1910)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Rect::Contains_5036(DLL2SDK::UnityEngine::UnityEngine::Vector2 point_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4AF1984)(this, point_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Rect::Contains_5037(DLL2SDK::UnityEngine::UnityEngine::Vector3 point_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4AF1A44)(this, point_);
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine::UnityEngine::Rect::OrderMinMax_5038(DLL2SDK::UnityEngine::UnityEngine::Rect rect_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(DLL2SDK::UnityEngine::UnityEngine::Rect)>(DLL2SDK::GameAssemblyBase + 0x4AF1AA4)(rect_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Rect::Overlaps_5039(DLL2SDK::UnityEngine::UnityEngine::Rect other_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*, DLL2SDK::UnityEngine::UnityEngine::Rect)>(DLL2SDK::GameAssemblyBase + 0x4AF1B6C)(this, other_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Rect::Overlaps_5040(DLL2SDK::UnityEngine::UnityEngine::Rect other_, bool allowInverse_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*, DLL2SDK::UnityEngine::UnityEngine::Rect, bool)>(DLL2SDK::GameAssemblyBase + 0x4AF1C9C)(this, other_, allowInverse_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Rect::op_Inequality_5041(DLL2SDK::UnityEngine::UnityEngine::Rect lhs_, DLL2SDK::UnityEngine::UnityEngine::Rect rhs_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::Rect)>(DLL2SDK::GameAssemblyBase + 0x4AF1CC4)(lhs_, rhs_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Rect::op_Equality_5042(DLL2SDK::UnityEngine::UnityEngine::Rect lhs_, DLL2SDK::UnityEngine::UnityEngine::Rect rhs_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::Rect)>(DLL2SDK::GameAssemblyBase + 0x4AF1D34)(lhs_, rhs_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Rect::GetHashCode_5043()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x4AF1E20)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Rect::Equals_5044(DLL2SDK::mscorlib::System::Object* other_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4AF1F80)(this, other_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Rect::ToString_5045()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x4AF2200)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayoutUtility_LayoutCache::_ctor_4432()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUILayoutUtility_LayoutCache*)>(DLL2SDK::GameAssemblyBase + 0x472494C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUISkin_SkinChangedDelegate::_ctor_4495(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin_SkinChangedDelegate*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x47281F0)(this, object_, method_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUISkin_SkinChangedDelegate::Invoke_4496()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin_SkinChangedDelegate*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::UnityEngine::UnityEngine::GUISkin_SkinChangedDelegate::BeginInvoke_4497(DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<DLL2SDK::mscorlib::System::IAsyncResult*(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin_SkinChangedDelegate*, DLL2SDK::mscorlib::System::AsyncCallback*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, callback_, object_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::GUISkin_SkinChangedDelegate::EndInvoke_4498(DLL2SDK::mscorlib::System::IAsyncResult* result_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin_SkinChangedDelegate*, DLL2SDK::mscorlib::System::IAsyncResult*, void*)>(Data.methodPtr)(this, result_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::RemoteSettings_UpdatedEventHandler::_ctor_4878(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RemoteSettings_UpdatedEventHandler*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4AF5B54)(this, object_, method_);
}
void DLL2SDK::UnityEngine::UnityEngine::RemoteSettings_UpdatedEventHandler::Invoke_4879()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RemoteSettings_UpdatedEventHandler*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::UnityEngine::UnityEngine::RemoteSettings_UpdatedEventHandler::BeginInvoke_4880(DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<DLL2SDK::mscorlib::System::IAsyncResult*(*)(DLL2SDK::UnityEngine::UnityEngine::RemoteSettings_UpdatedEventHandler*, DLL2SDK::mscorlib::System::AsyncCallback*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, callback_, object_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::RemoteSettings_UpdatedEventHandler::EndInvoke_4881(DLL2SDK::mscorlib::System::IAsyncResult* result_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RemoteSettings_UpdatedEventHandler*, DLL2SDK::mscorlib::System::IAsyncResult*, void*)>(Data.methodPtr)(this, result_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer_EventHandler::_ctor_4889(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer_EventHandler*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4D72A00)(this, object_, method_);
}
void DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer_EventHandler::Invoke_4890(DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer* source_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer_EventHandler*, DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer*, void*)>(Data.methodPtr)(this, source_, Data.method);
}
DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer_EventHandler::BeginInvoke_4891(DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer* source_, DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<DLL2SDK::mscorlib::System::IAsyncResult*(*)(DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer_EventHandler*, DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer*, DLL2SDK::mscorlib::System::AsyncCallback*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, source_, callback_, object_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer_EventHandler::EndInvoke_4892(DLL2SDK::mscorlib::System::IAsyncResult* result_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer_EventHandler*, DLL2SDK::mscorlib::System::IAsyncResult*, void*)>(Data.methodPtr)(this, result_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer_ErrorEventHandler::_ctor_4893(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer_ErrorEventHandler*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4D729A8)(this, object_, method_);
}
void DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer_ErrorEventHandler::Invoke_4894(DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer* source_, DLL2SDK::mscorlib::System::String* message_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer_ErrorEventHandler*, DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer*, DLL2SDK::mscorlib::System::String*, void*)>(Data.methodPtr)(this, source_, message_, Data.method);
}
DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer_ErrorEventHandler::BeginInvoke_4895(DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer* source_, DLL2SDK::mscorlib::System::String* message_, DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<DLL2SDK::mscorlib::System::IAsyncResult*(*)(DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer_ErrorEventHandler*, DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::AsyncCallback*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, source_, message_, callback_, object_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer_ErrorEventHandler::EndInvoke_4896(DLL2SDK::mscorlib::System::IAsyncResult* result_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer_ErrorEventHandler*, DLL2SDK::mscorlib::System::IAsyncResult*, void*)>(Data.methodPtr)(this, result_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer_FrameReadyEventHandler::_ctor_4897(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer_FrameReadyEventHandler*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4D72A4C)(this, object_, method_);
}
void DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer_FrameReadyEventHandler::Invoke_4898(DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer* source_, int64_t frameIdx_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer_FrameReadyEventHandler*, DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer*, int64_t, void*)>(Data.methodPtr)(this, source_, frameIdx_, Data.method);
}
DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer_FrameReadyEventHandler::BeginInvoke_4899(DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer* source_, int64_t frameIdx_, DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<DLL2SDK::mscorlib::System::IAsyncResult*(*)(DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer_FrameReadyEventHandler*, DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer*, int64_t, DLL2SDK::mscorlib::System::AsyncCallback*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, source_, frameIdx_, callback_, object_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer_FrameReadyEventHandler::EndInvoke_4900(DLL2SDK::mscorlib::System::IAsyncResult* result_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer_FrameReadyEventHandler*, DLL2SDK::mscorlib::System::IAsyncResult*, void*)>(Data.methodPtr)(this, result_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::SendMouseEvents_HitInfo::SendMessage_5405(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SendMouseEvents_HitInfo*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4EA873C)(this, name_);
}
bool DLL2SDK::UnityEngine::UnityEngine::SendMouseEvents_HitInfo::Compare_5407(DLL2SDK::UnityEngine::UnityEngine::SendMouseEvents_HitInfo lhs_, DLL2SDK::UnityEngine::UnityEngine::SendMouseEvents_HitInfo rhs_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::SendMouseEvents_HitInfo, DLL2SDK::UnityEngine::UnityEngine::SendMouseEvents_HitInfo)>(DLL2SDK::GameAssemblyBase + 0x4EA808C)(lhs_, rhs_);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::UnityEventBase::_ctor_5179()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::UnityEventBase*)>(DLL2SDK::GameAssemblyBase + 0x4DD20AC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::UnityEventBase::UnityEngine_ISerializationCallbackReceiver_OnBeforeSerialize_5180()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::UnityEventBase*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::UnityEventBase::UnityEngine_ISerializationCallbackReceiver_OnAfterDeserialize_5181()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::UnityEventBase*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::mscorlib::System::Reflection::MethodInfo* DLL2SDK::UnityEngine::UnityEngine::Events::UnityEventBase::FindMethod_5184(DLL2SDK::UnityEngine::UnityEngine::Events::PersistentCall* call_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Reflection::MethodInfo*(*)(DLL2SDK::UnityEngine::UnityEngine::Events::UnityEventBase*, DLL2SDK::UnityEngine::UnityEngine::Events::PersistentCall*)>(DLL2SDK::GameAssemblyBase + 0x4DD13DC)(this, call_);
}
DLL2SDK::mscorlib::System::Reflection::MethodInfo* DLL2SDK::UnityEngine::UnityEngine::Events::UnityEventBase::FindMethod_5185(DLL2SDK::mscorlib::System::String* name_, DLL2SDK::mscorlib::System::Object* listener_, DLL2SDK::UnityEngine::UnityEngine::Events::PersistentListenerMode mode_, DLL2SDK::mscorlib::System::Type* argumentType_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Reflection::MethodInfo*(*)(DLL2SDK::UnityEngine::UnityEngine::Events::UnityEventBase*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::Object*, DLL2SDK::UnityEngine::UnityEngine::Events::PersistentListenerMode, DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x4DD274C)(this, name_, listener_, mode_, argumentType_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Events::UnityEventBase::GetPersistentEventCount_5186()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Events::UnityEventBase*)>(DLL2SDK::GameAssemblyBase + 0x4DD2B28)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::UnityEventBase::DirtyPersistentCalls_5187()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::UnityEventBase*)>(DLL2SDK::GameAssemblyBase + 0x4DD2718)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::UnityEventBase::RebuildPersistentCallsIfNeeded_5188()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::UnityEventBase*)>(DLL2SDK::GameAssemblyBase + 0x4DD2B50)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::UnityEventBase::AddCall_5189(DLL2SDK::UnityEngine::UnityEngine::Events::BaseInvokableCall* call_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::UnityEventBase*, DLL2SDK::UnityEngine::UnityEngine::Events::BaseInvokableCall*)>(DLL2SDK::GameAssemblyBase + 0x4DD225C)(this, call_);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::UnityEventBase::RemoveListener_5190(DLL2SDK::mscorlib::System::Object* targetObj_, DLL2SDK::mscorlib::System::Reflection::MethodInfo* method_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::UnityEventBase*, DLL2SDK::mscorlib::System::Object*, DLL2SDK::mscorlib::System::Reflection::MethodInfo*)>(DLL2SDK::GameAssemblyBase + 0x4DD22DC)(this, targetObj_, method_);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::UnityEventBase::Invoke_5191(DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>* parameters_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::UnityEventBase*, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>*)>(DLL2SDK::GameAssemblyBase + 0x4DD2694)(this, parameters_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Events::UnityEventBase::ToString_5192()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[3];
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Events::UnityEventBase*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::mscorlib::System::Reflection::MethodInfo* DLL2SDK::UnityEngine::UnityEngine::Events::UnityEventBase::GetValidMethodInfo_5193(DLL2SDK::mscorlib::System::Object* obj_, DLL2SDK::mscorlib::System::String* functionName_, DLL2SDK::Array<DLL2SDK::mscorlib::System::Type*>* argumentTypes_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Reflection::MethodInfo*(*)(DLL2SDK::mscorlib::System::Object*, DLL2SDK::mscorlib::System::String*, DLL2SDK::Array<DLL2SDK::mscorlib::System::Type*>*)>(DLL2SDK::GameAssemblyBase + 0x4DD23B0)(obj_, functionName_, argumentTypes_);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerEditorConnectionEvents_MessageTypeSubscribers::_ctor_5554()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerEditorConnectionEvents_MessageTypeSubscribers*)>(DLL2SDK::GameAssemblyBase + 0x4AE1624)(this);
}
DLL2SDK::mscorlib::System::Guid DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerEditorConnectionEvents_MessageTypeSubscribers::get_MessageTypeId_5555()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Guid(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerEditorConnectionEvents_MessageTypeSubscribers*)>(DLL2SDK::GameAssemblyBase + 0x4AE1564)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerEditorConnectionEvents__InvokeMessageIdSubscribers_c__AnonStorey0::_ctor_5556()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerEditorConnectionEvents__InvokeMessageIdSubscribers_c__AnonStorey0*)>(DLL2SDK::GameAssemblyBase + 0x4AE1440)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerEditorConnectionEvents__InvokeMessageIdSubscribers_c__AnonStorey0::__m__0_5557(DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerEditorConnectionEvents_MessageTypeSubscribers* x_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerEditorConnectionEvents__InvokeMessageIdSubscribers_c__AnonStorey0*, DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerEditorConnectionEvents_MessageTypeSubscribers*)>(DLL2SDK::GameAssemblyBase + 0x4AE1448)(this, x_);
}
void DLL2SDK::UnityEngine::UnityEngine::Collections::NativeContainerSupportsMinMaxWriteRestrictionAttribute::_ctor_5578()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Collections::NativeContainerSupportsMinMaxWriteRestrictionAttribute*)>(DLL2SDK::GameAssemblyBase + 0x4DC3DE4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Collections::NativeContainerSupportsAtomicWriteAttribute::_ctor_5577()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Collections::NativeContainerSupportsAtomicWriteAttribute*)>(DLL2SDK::GameAssemblyBase + 0x4DC3DDC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Collections::NativeContainerAttribute::_ctor_5576()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Collections::NativeContainerAttribute*)>(DLL2SDK::GameAssemblyBase + 0x4DC3DD4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Collections::DeallocateOnJobCompletionAttribute::_ctor_5575()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Collections::DeallocateOnJobCompletionAttribute*)>(DLL2SDK::GameAssemblyBase + 0x4DC3DCC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Collections::WriteOnlyAttribute::_ctor_5574()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Collections::WriteOnlyAttribute*)>(DLL2SDK::GameAssemblyBase + 0x4DC3DFC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Collections::ReadWriteAttribute::_ctor_5573()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Collections::ReadWriteAttribute*)>(DLL2SDK::GameAssemblyBase + 0x4DC3DF4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Collections::ReadOnlyAttribute::_ctor_5572()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Collections::ReadOnlyAttribute*)>(DLL2SDK::GameAssemblyBase + 0x4DC3DEC)(this);
}
void DLL2SDK::UnityEngine::UnityEngineInternal::GenericStack::_ctor_5571()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngineInternal::GenericStack*)>(DLL2SDK::GameAssemblyBase + 0x4D76F50)(this);
}
DLL2SDK::mscorlib::System::Delegate* DLL2SDK::UnityEngine::UnityEngineInternal::NetFxCoreExtensions::CreateDelegate_5566(DLL2SDK::mscorlib::System::Reflection::MethodInfo* self_, DLL2SDK::mscorlib::System::Type* delegateType_, DLL2SDK::mscorlib::System::Object* target_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Delegate*(*)(DLL2SDK::mscorlib::System::Reflection::MethodInfo*, DLL2SDK::mscorlib::System::Type*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4D7704C)(self_, delegateType_, target_);
}
DLL2SDK::mscorlib::System::Reflection::MethodInfo* DLL2SDK::UnityEngine::UnityEngineInternal::NetFxCoreExtensions::GetMethodInfo_5567(DLL2SDK::mscorlib::System::Delegate* self_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Reflection::MethodInfo*(*)(DLL2SDK::mscorlib::System::Delegate*)>(DLL2SDK::GameAssemblyBase + 0x4D77080)(self_);
}
void DLL2SDK::UnityEngine::UnityEngine::ThreadAndSerializationSafeAttribute::_ctor_5565()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ThreadAndSerializationSafeAttribute*)>(DLL2SDK::GameAssemblyBase + 0x4D689CC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Internal::ExcludeFromDocsAttribute::_ctor_5564()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Internal::ExcludeFromDocsAttribute*)>(DLL2SDK::GameAssemblyBase + 0x4731B44)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Internal::DefaultValueAttribute::_ctor_5560(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Internal::DefaultValueAttribute*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4731A08)(this, value_);
}
DLL2SDK::mscorlib::System::Object* DLL2SDK::UnityEngine::UnityEngine::Internal::DefaultValueAttribute::get_Value_5561()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Object*(*)(DLL2SDK::UnityEngine::UnityEngine::Internal::DefaultValueAttribute*)>(DLL2SDK::GameAssemblyBase + 0x4731A28)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Internal::DefaultValueAttribute::Equals_5562(DLL2SDK::mscorlib::System::Object* obj_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[0];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Internal::DefaultValueAttribute*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, obj_, Data.method);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Internal::DefaultValueAttribute::GetHashCode_5563()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[2];
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Internal::DefaultValueAttribute*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Serialization::FormerlySerializedAsAttribute::_ctor_5558(DLL2SDK::mscorlib::System::String* oldName_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Serialization::FormerlySerializedAsAttribute*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4EA8744)(this, oldName_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Serialization::FormerlySerializedAsAttribute::get_oldName_5559()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Serialization::FormerlySerializedAsAttribute*)>(DLL2SDK::GameAssemblyBase + 0x4EA8764)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerEditorConnectionEvents::_ctor_5550()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerEditorConnectionEvents*)>(DLL2SDK::GameAssemblyBase + 0x4AE0530)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerEditorConnectionEvents::InvokeMessageIdSubscribers_5551(DLL2SDK::mscorlib::System::Guid messageId_, DLL2SDK::Array<uint8_t>* data_, int32_t playerId_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerEditorConnectionEvents*, DLL2SDK::mscorlib::System::Guid, DLL2SDK::Array<uint8_t>*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AE0CEC)(this, messageId_, data_, playerId_);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::MessageEventArgs::_ctor_5549()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::MessageEventArgs*)>(DLL2SDK::GameAssemblyBase + 0x4AE045C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Quaternion::_ctor_1541(float x_, float y_, float z_, float w_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Quaternion*, float, float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4AEE71C)(this, x_, y_, z_, w_);
}
DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::UnityEngine::UnityEngine::Quaternion::AngleAxis_1542(float angle_, DLL2SDK::UnityEngine::UnityEngine::Vector3 axis_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Quaternion(*)(float, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4AEE730)(angle_, axis_);
}
void DLL2SDK::UnityEngine::UnityEngine::Quaternion::INTERNAL_CALL_AngleAxis_1543(float angle_, DLL2SDK::UnityEngine::UnityEngine::Vector3* axis_, DLL2SDK::UnityEngine::UnityEngine::Quaternion* value_)
{
return reinterpret_cast<void(*)(float, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4AEE784)(angle_, axis_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Quaternion::ToAngleAxis_1544(float* angle_, DLL2SDK::UnityEngine::UnityEngine::Vector3* axis_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Quaternion*, float*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4AEE8B0)(this, angle_, axis_);
}
DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::UnityEngine::UnityEngine::Quaternion::FromToRotation_1545(DLL2SDK::UnityEngine::UnityEngine::Vector3 fromDirection_, DLL2SDK::UnityEngine::UnityEngine::Vector3 toDirection_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Quaternion(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4AEE8F8)(fromDirection_, toDirection_);
}
void DLL2SDK::UnityEngine::UnityEngine::Quaternion::INTERNAL_CALL_FromToRotation_1546(DLL2SDK::UnityEngine::UnityEngine::Vector3* fromDirection_, DLL2SDK::UnityEngine::UnityEngine::Vector3* toDirection_, DLL2SDK::UnityEngine::UnityEngine::Quaternion* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4AEE95C)(fromDirection_, toDirection_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Quaternion::SetFromToRotation_1547(DLL2SDK::UnityEngine::UnityEngine::Vector3 fromDirection_, DLL2SDK::UnityEngine::UnityEngine::Vector3 toDirection_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Quaternion*, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4AEEA4C)(this, fromDirection_, toDirection_);
}
DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::UnityEngine::UnityEngine::Quaternion::LookRotation_1548(DLL2SDK::UnityEngine::UnityEngine::Vector3 forward_, DLL2SDK::UnityEngine::UnityEngine::Vector3 upwards_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Quaternion(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4AEEAA4)(forward_, upwards_);
}
DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::UnityEngine::UnityEngine::Quaternion::LookRotation_1549(DLL2SDK::UnityEngine::UnityEngine::Vector3 forward_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Quaternion(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4AEEBB0)(forward_);
}
void DLL2SDK::UnityEngine::UnityEngine::Quaternion::INTERNAL_CALL_LookRotation_1550(DLL2SDK::UnityEngine::UnityEngine::Vector3* forward_, DLL2SDK::UnityEngine::UnityEngine::Vector3* upwards_, DLL2SDK::UnityEngine::UnityEngine::Quaternion* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4AEEB08)(forward_, upwards_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::UnityEngine::UnityEngine::Quaternion::Slerp_1551(DLL2SDK::UnityEngine::UnityEngine::Quaternion a_, DLL2SDK::UnityEngine::UnityEngine::Quaternion b_, float t_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Quaternion(*)(DLL2SDK::UnityEngine::UnityEngine::Quaternion, DLL2SDK::UnityEngine::UnityEngine::Quaternion, float)>(DLL2SDK::GameAssemblyBase + 0x4AEEC2C)(a_, b_, t_);
}
void DLL2SDK::UnityEngine::UnityEngine::Quaternion::INTERNAL_CALL_Slerp_1552(DLL2SDK::UnityEngine::UnityEngine::Quaternion* a_, DLL2SDK::UnityEngine::UnityEngine::Quaternion* b_, float t_, DLL2SDK::UnityEngine::UnityEngine::Quaternion* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Quaternion*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*, float, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4AEECA8)(a_, b_, t_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::UnityEngine::UnityEngine::Quaternion::SlerpUnclamped_1553(DLL2SDK::UnityEngine::UnityEngine::Quaternion a_, DLL2SDK::UnityEngine::UnityEngine::Quaternion b_, float t_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Quaternion(*)(DLL2SDK::UnityEngine::UnityEngine::Quaternion, DLL2SDK::UnityEngine::UnityEngine::Quaternion, float)>(DLL2SDK::GameAssemblyBase + 0x4AEED58)(a_, b_, t_);
}
void DLL2SDK::UnityEngine::UnityEngine::Quaternion::INTERNAL_CALL_SlerpUnclamped_1554(DLL2SDK::UnityEngine::UnityEngine::Quaternion* a_, DLL2SDK::UnityEngine::UnityEngine::Quaternion* b_, float t_, DLL2SDK::UnityEngine::UnityEngine::Quaternion* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Quaternion*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*, float, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4AEEDD4)(a_, b_, t_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::UnityEngine::UnityEngine::Quaternion::Lerp_1555(DLL2SDK::UnityEngine::UnityEngine::Quaternion a_, DLL2SDK::UnityEngine::UnityEngine::Quaternion b_, float t_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Quaternion(*)(DLL2SDK::UnityEngine::UnityEngine::Quaternion, DLL2SDK::UnityEngine::UnityEngine::Quaternion, float)>(DLL2SDK::GameAssemblyBase + 0x4AEEE84)(a_, b_, t_);
}
void DLL2SDK::UnityEngine::UnityEngine::Quaternion::INTERNAL_CALL_Lerp_1556(DLL2SDK::UnityEngine::UnityEngine::Quaternion* a_, DLL2SDK::UnityEngine::UnityEngine::Quaternion* b_, float t_, DLL2SDK::UnityEngine::UnityEngine::Quaternion* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Quaternion*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*, float, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4AEEF00)(a_, b_, t_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::UnityEngine::UnityEngine::Quaternion::RotateTowards_1557(DLL2SDK::UnityEngine::UnityEngine::Quaternion from_, DLL2SDK::UnityEngine::UnityEngine::Quaternion to_, float maxDegreesDelta_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Quaternion(*)(DLL2SDK::UnityEngine::UnityEngine::Quaternion, DLL2SDK::UnityEngine::UnityEngine::Quaternion, float)>(DLL2SDK::GameAssemblyBase + 0x4AEEFB0)(from_, to_, maxDegreesDelta_);
}
DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::UnityEngine::UnityEngine::Quaternion::Inverse_1558(DLL2SDK::UnityEngine::UnityEngine::Quaternion rotation_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Quaternion(*)(DLL2SDK::UnityEngine::UnityEngine::Quaternion)>(DLL2SDK::GameAssemblyBase + 0x4AEF270)(rotation_);
}
void DLL2SDK::UnityEngine::UnityEngine::Quaternion::INTERNAL_CALL_Inverse_1559(DLL2SDK::UnityEngine::UnityEngine::Quaternion* rotation_, DLL2SDK::UnityEngine::UnityEngine::Quaternion* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Quaternion*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4AEF2C0)(rotation_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Quaternion::get_eulerAngles_1560()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4AEF514)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Quaternion::set_eulerAngles_1561(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Quaternion*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4AEF5F4)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::UnityEngine::UnityEngine::Quaternion::Euler_1562(float x_, float y_, float z_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Quaternion(*)(float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4AEF610)(x_, y_, z_);
}
DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::UnityEngine::UnityEngine::Quaternion::Euler_1563(DLL2SDK::UnityEngine::UnityEngine::Vector3 euler_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Quaternion(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4AEF6C0)(euler_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Quaternion::Internal_ToEulerRad_1564(DLL2SDK::UnityEngine::UnityEngine::Quaternion rotation_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Quaternion)>(DLL2SDK::GameAssemblyBase + 0x4AEF3F8)(rotation_);
}
void DLL2SDK::UnityEngine::UnityEngine::Quaternion::INTERNAL_CALL_Internal_ToEulerRad_1565(DLL2SDK::UnityEngine::UnityEngine::Quaternion* rotation_, DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Quaternion*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4AEF744)(rotation_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::UnityEngine::UnityEngine::Quaternion::Internal_FromEulerRad_1566(DLL2SDK::UnityEngine::UnityEngine::Vector3 euler_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Quaternion(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4AEF5AC)(euler_);
}
void DLL2SDK::UnityEngine::UnityEngine::Quaternion::INTERNAL_CALL_Internal_FromEulerRad_1567(DLL2SDK::UnityEngine::UnityEngine::Vector3* euler_, DLL2SDK::UnityEngine::UnityEngine::Quaternion* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4AEF7E4)(euler_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Quaternion::Internal_ToAxisAngleRad_1568(DLL2SDK::UnityEngine::UnityEngine::Quaternion q_, DLL2SDK::UnityEngine::UnityEngine::Vector3* axis_, float* angle_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Quaternion, DLL2SDK::UnityEngine::UnityEngine::Vector3*, float*)>(DLL2SDK::GameAssemblyBase + 0x4AEE870)(q_, axis_, angle_);
}
void DLL2SDK::UnityEngine::UnityEngine::Quaternion::INTERNAL_CALL_Internal_ToAxisAngleRad_1569(DLL2SDK::UnityEngine::UnityEngine::Quaternion* q_, DLL2SDK::UnityEngine::UnityEngine::Vector3* axis_, float* angle_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Quaternion*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, float*)>(DLL2SDK::GameAssemblyBase + 0x4AEF884)(q_, axis_, angle_);
}
DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::UnityEngine::UnityEngine::Quaternion::EulerAngles_1570(float x_, float y_, float z_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Quaternion(*)(float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4AEF92C)(x_, y_, z_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Quaternion::ToEulerAngles_1571(DLL2SDK::UnityEngine::UnityEngine::Quaternion rotation_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Quaternion)>(DLL2SDK::GameAssemblyBase + 0x4AEF9B8)(rotation_);
}
float DLL2SDK::UnityEngine::UnityEngine::Quaternion::get_Item_1572(int32_t index_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Quaternion*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AEFB24)(this, index_);
}
void DLL2SDK::UnityEngine::UnityEngine::Quaternion::set_Item_1573(int32_t index_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Quaternion*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4AEFC2C)(this, index_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::UnityEngine::UnityEngine::Quaternion::get_identity_1574()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Quaternion(*)()>(DLL2SDK::GameAssemblyBase + 0x4AEFC34)();
}
DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::UnityEngine::UnityEngine::Quaternion::op_Multiply_1575(DLL2SDK::UnityEngine::UnityEngine::Quaternion lhs_, DLL2SDK::UnityEngine::UnityEngine::Quaternion rhs_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Quaternion(*)(DLL2SDK::UnityEngine::UnityEngine::Quaternion, DLL2SDK::UnityEngine::UnityEngine::Quaternion)>(DLL2SDK::GameAssemblyBase + 0x4AEFC50)(lhs_, rhs_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Quaternion::op_Multiply_1576(DLL2SDK::UnityEngine::UnityEngine::Quaternion rotation_, DLL2SDK::UnityEngine::UnityEngine::Vector3 point_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Quaternion, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4AEFCE0)(rotation_, point_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Quaternion::op_Equality_1577(DLL2SDK::UnityEngine::UnityEngine::Quaternion lhs_, DLL2SDK::UnityEngine::UnityEngine::Quaternion rhs_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Quaternion, DLL2SDK::UnityEngine::UnityEngine::Quaternion)>(DLL2SDK::GameAssemblyBase + 0x4AEFDAC)(lhs_, rhs_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Quaternion::op_Inequality_1578(DLL2SDK::UnityEngine::UnityEngine::Quaternion lhs_, DLL2SDK::UnityEngine::UnityEngine::Quaternion rhs_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Quaternion, DLL2SDK::UnityEngine::UnityEngine::Quaternion)>(DLL2SDK::GameAssemblyBase + 0x4AEFE48)(lhs_, rhs_);
}
float DLL2SDK::UnityEngine::UnityEngine::Quaternion::Dot_1579(DLL2SDK::UnityEngine::UnityEngine::Quaternion a_, DLL2SDK::UnityEngine::UnityEngine::Quaternion b_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Quaternion, DLL2SDK::UnityEngine::UnityEngine::Quaternion)>(DLL2SDK::GameAssemblyBase + 0x4AEFE04)(a_, b_);
}
float DLL2SDK::UnityEngine::UnityEngine::Quaternion::Angle_1580(DLL2SDK::UnityEngine::UnityEngine::Quaternion a_, DLL2SDK::UnityEngine::UnityEngine::Quaternion b_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Quaternion, DLL2SDK::UnityEngine::UnityEngine::Quaternion)>(DLL2SDK::GameAssemblyBase + 0x4AEF128)(a_, b_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Quaternion::Internal_MakePositive_1581(DLL2SDK::UnityEngine::UnityEngine::Vector3 euler_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4AEF454)(euler_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Quaternion::GetHashCode_1582()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4AEFEEC)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Quaternion::Equals_1583(DLL2SDK::mscorlib::System::Object* other_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Quaternion*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4AF0014)(this, other_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Quaternion::ToString_1584()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4AF0294)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderTargetBlendState::_ctor_5507(DLL2SDK::UnityEngine::UnityEngine::Rendering::ColorWriteMask writeMask_, DLL2SDK::UnityEngine::UnityEngine::Rendering::BlendMode sourceColorBlendMode_, DLL2SDK::UnityEngine::UnityEngine::Rendering::BlendMode destinationColorBlendMode_, DLL2SDK::UnityEngine::UnityEngine::Rendering::BlendMode sourceAlphaBlendMode_, DLL2SDK::UnityEngine::UnityEngine::Rendering::BlendMode destinationAlphaBlendMode_, DLL2SDK::UnityEngine::UnityEngine::Rendering::BlendOp colorBlendOperation_, DLL2SDK::UnityEngine::UnityEngine::Rendering::BlendOp alphaBlendOperation_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderTargetBlendState*, DLL2SDK::UnityEngine::UnityEngine::Rendering::ColorWriteMask, DLL2SDK::UnityEngine::UnityEngine::Rendering::BlendMode, DLL2SDK::UnityEngine::UnityEngine::Rendering::BlendMode, DLL2SDK::UnityEngine::UnityEngine::Rendering::BlendMode, DLL2SDK::UnityEngine::UnityEngine::Rendering::BlendMode, DLL2SDK::UnityEngine::UnityEngine::Rendering::BlendOp, DLL2SDK::UnityEngine::UnityEngine::Rendering::BlendOp)>(DLL2SDK::GameAssemblyBase + 0x4DD8F90)(this, writeMask_, sourceColorBlendMode_, destinationColorBlendMode_, sourceAlphaBlendMode_, destinationAlphaBlendMode_, colorBlendOperation_, alphaBlendOperation_);
}
DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderTargetBlendState DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderTargetBlendState::get_Default_5508()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderTargetBlendState(*)()>(DLL2SDK::GameAssemblyBase + 0x4DD84C4)();
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderTargetBlendState::set_sourceColorBlendMode_5509(DLL2SDK::UnityEngine::UnityEngine::Rendering::BlendMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderTargetBlendState*, DLL2SDK::UnityEngine::UnityEngine::Rendering::BlendMode)>(DLL2SDK::GameAssemblyBase + 0x4DD8FD0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderTargetBlendState::set_destinationColorBlendMode_5510(DLL2SDK::UnityEngine::UnityEngine::Rendering::BlendMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderTargetBlendState*, DLL2SDK::UnityEngine::UnityEngine::Rendering::BlendMode)>(DLL2SDK::GameAssemblyBase + 0x4DD8FE0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderTargetBlendState::set_sourceAlphaBlendMode_5511(DLL2SDK::UnityEngine::UnityEngine::Rendering::BlendMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderTargetBlendState*, DLL2SDK::UnityEngine::UnityEngine::Rendering::BlendMode)>(DLL2SDK::GameAssemblyBase + 0x4DD8FF0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderTargetBlendState::set_destinationAlphaBlendMode_5512(DLL2SDK::UnityEngine::UnityEngine::Rendering::BlendMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderTargetBlendState*, DLL2SDK::UnityEngine::UnityEngine::Rendering::BlendMode)>(DLL2SDK::GameAssemblyBase + 0x4DD9000)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState::_ctor_5526(bool enabled_, uint8_t readMask_, uint8_t writeMask_, DLL2SDK::UnityEngine::UnityEngine::Rendering::CompareFunction compareFunction_, DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp passOperation_, DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp failOperation_, DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp zFailOperation_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState*, bool, uint8_t, uint8_t, DLL2SDK::UnityEngine::UnityEngine::Rendering::CompareFunction, DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp, DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp, DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp)>(DLL2SDK::GameAssemblyBase + 0x4DD9120)(this, enabled_, readMask_, writeMask_, compareFunction_, passOperation_, failOperation_, zFailOperation_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState::_ctor_5527(bool enabled_, uint8_t readMask_, uint8_t writeMask_, DLL2SDK::UnityEngine::UnityEngine::Rendering::CompareFunction compareFunctionFront_, DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp passOperationFront_, DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp failOperationFront_, DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp zFailOperationFront_, DLL2SDK::UnityEngine::UnityEngine::Rendering::CompareFunction compareFunctionBack_, DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp passOperationBack_, DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp failOperationBack_, DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp zFailOperationBack_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState*, bool, uint8_t, uint8_t, DLL2SDK::UnityEngine::UnityEngine::Rendering::CompareFunction, DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp, DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp, DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp, DLL2SDK::UnityEngine::UnityEngine::Rendering::CompareFunction, DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp, DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp, DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp)>(DLL2SDK::GameAssemblyBase + 0x4DD916C)(this, enabled_, readMask_, writeMask_, compareFunctionFront_, passOperationFront_, failOperationFront_, zFailOperationFront_, compareFunctionBack_, passOperationBack_, failOperationBack_, zFailOperationBack_);
}
DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState::get_Default_5528()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState(*)()>(DLL2SDK::GameAssemblyBase + 0x4DD91C4)();
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState::set_enabled_5529(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState*, bool)>(DLL2SDK::GameAssemblyBase + 0x4DD92E4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState::set_readMask_5530(uint8_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState*, uint8_t)>(DLL2SDK::GameAssemblyBase + 0x4DD92F4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState::set_writeMask_5531(uint8_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState*, uint8_t)>(DLL2SDK::GameAssemblyBase + 0x4DD9304)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState::set_compareFunction_5532(DLL2SDK::UnityEngine::UnityEngine::Rendering::CompareFunction value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState*, DLL2SDK::UnityEngine::UnityEngine::Rendering::CompareFunction)>(DLL2SDK::GameAssemblyBase + 0x4DD9318)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState::set_passOperation_5533(DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState*, DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp)>(DLL2SDK::GameAssemblyBase + 0x4DD9330)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState::set_zFailOperation_5534(DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState*, DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp)>(DLL2SDK::GameAssemblyBase + 0x4DD9348)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState::set_compareFunctionFront_5535(DLL2SDK::UnityEngine::UnityEngine::Rendering::CompareFunction value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState*, DLL2SDK::UnityEngine::UnityEngine::Rendering::CompareFunction)>(DLL2SDK::GameAssemblyBase + 0x4DD9354)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState::set_passOperationFront_5536(DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState*, DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp)>(DLL2SDK::GameAssemblyBase + 0x4DD935C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState::set_zFailOperationFront_5537(DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState*, DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp)>(DLL2SDK::GameAssemblyBase + 0x4DD9364)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState::set_compareFunctionBack_5538(DLL2SDK::UnityEngine::UnityEngine::Rendering::CompareFunction value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState*, DLL2SDK::UnityEngine::UnityEngine::Rendering::CompareFunction)>(DLL2SDK::GameAssemblyBase + 0x4DD936C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState::set_passOperationBack_5539(DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState*, DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp)>(DLL2SDK::GameAssemblyBase + 0x4DD9374)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState::set_zFailOperationBack_5540(DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState*, DLL2SDK::UnityEngine::UnityEngine::Rendering::StencilOp)>(DLL2SDK::GameAssemblyBase + 0x4DD937C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::DepthState::_ctor_5501(bool writeEnabled_, DLL2SDK::UnityEngine::UnityEngine::Rendering::CompareFunction compareFunction_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::DepthState*, bool, DLL2SDK::UnityEngine::UnityEngine::Rendering::CompareFunction)>(DLL2SDK::GameAssemblyBase + 0x4DD8624)(this, writeEnabled_, compareFunction_);
}
DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::DepthState DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::DepthState::get_Default_5502()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::DepthState(*)()>(DLL2SDK::GameAssemblyBase + 0x4DD862C)();
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::DepthState::set_writeEnabled_5503(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::DepthState*, bool)>(DLL2SDK::GameAssemblyBase + 0x4DD870C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::DepthState::set_compareFunction_5504(DLL2SDK::UnityEngine::UnityEngine::Rendering::CompareFunction value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::DepthState*, DLL2SDK::UnityEngine::UnityEngine::Rendering::CompareFunction)>(DLL2SDK::GameAssemblyBase + 0x4DD871C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::BlendState::_ctor_5523(bool separateMRTBlend_, bool alphaToMask_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::BlendState*, bool, bool)>(DLL2SDK::GameAssemblyBase + 0x4DD84DC)(this, separateMRTBlend_, alphaToMask_);
}
DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::BlendState DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::BlendState::get_Default_5524()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::BlendState(*)()>(DLL2SDK::GameAssemblyBase + 0x4DD84E4)();
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::BlendState::set_blendState0_5525(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderTargetBlendState value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::BlendState*, DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderTargetBlendState)>(DLL2SDK::GameAssemblyBase + 0x4DD8560)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RasterState::_ctor_5505(DLL2SDK::UnityEngine::UnityEngine::Rendering::CullMode cullingMode_, int32_t offsetUnits_, float offsetFactor_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RasterState*, DLL2SDK::UnityEngine::UnityEngine::Rendering::CullMode, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4DD872C)(this, cullingMode_, offsetUnits_, offsetFactor_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RasterState::_cctor_5506()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4DD8738)();
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::ScriptableRenderContext::Initialize_2439(intptr_t ptr_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::ScriptableRenderContext*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4DD9008)(this, ptr_);
}
DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::IRenderPipeline* DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderPipelineManager::get_currentPipeline_5496()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::IRenderPipeline*(*)()>(DLL2SDK::GameAssemblyBase + 0x4DD87C4)();
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderPipelineManager::set_currentPipeline_5497(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::IRenderPipeline* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::IRenderPipeline*)>(DLL2SDK::GameAssemblyBase + 0x4DD8844)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderPipelineManager::CleanupRenderPipeline_5498()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4DD88C8)();
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderPipelineManager::DoRenderLoop_Internal_5499(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::IRenderPipelineAsset* pipe_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Camera*>* cameras_, intptr_t loopPtr_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::IRenderPipelineAsset*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Camera*>*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4DD8A50)(pipe_, cameras_, loopPtr_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderPipelineManager::PrepareRenderPipeline_5500(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::IRenderPipelineAsset* pipe_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::IRenderPipelineAsset*)>(DLL2SDK::GameAssemblyBase + 0x4DD8BD8)(pipe_);
}
void DLL2SDK::UnityEngine::UnityEngine::Logger::_ctor_5480(DLL2SDK::UnityEngine::UnityEngine::ILogHandler* logHandler_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Logger*, DLL2SDK::UnityEngine::UnityEngine::ILogHandler*)>(DLL2SDK::GameAssemblyBase + 0x47367AC)(this, logHandler_);
}
DLL2SDK::UnityEngine::UnityEngine::ILogHandler* DLL2SDK::UnityEngine::UnityEngine::Logger::get_logHandler_5481()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::ILogHandler*(*)(DLL2SDK::UnityEngine::UnityEngine::Logger*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Logger::set_logHandler_5482(DLL2SDK::UnityEngine::UnityEngine::ILogHandler* value_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Logger*, DLL2SDK::UnityEngine::UnityEngine::ILogHandler*, void*)>(Data.methodPtr)(this, value_, Data.method);
}
bool DLL2SDK::UnityEngine::UnityEngine::Logger::get_logEnabled_5483()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Logger*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Logger::set_logEnabled_5484(bool value_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Logger*, bool, void*)>(Data.methodPtr)(this, value_, Data.method);
}
DLL2SDK::UnityEngine::UnityEngine::LogType DLL2SDK::UnityEngine::UnityEngine::Logger::get_filterLogType_5485()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[14];
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::LogType(*)(DLL2SDK::UnityEngine::UnityEngine::Logger*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Logger::set_filterLogType_5486(DLL2SDK::UnityEngine::UnityEngine::LogType value_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Logger*, DLL2SDK::UnityEngine::UnityEngine::LogType, void*)>(Data.methodPtr)(this, value_, Data.method);
}
bool DLL2SDK::UnityEngine::UnityEngine::Logger::IsLogTypeAllowed_5487(DLL2SDK::UnityEngine::UnityEngine::LogType logType_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[15];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Logger*, DLL2SDK::UnityEngine::UnityEngine::LogType, void*)>(Data.methodPtr)(this, logType_, Data.method);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Logger::GetString_5488(DLL2SDK::mscorlib::System::Object* message_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4736844)(message_);
}
void DLL2SDK::UnityEngine::UnityEngine::Logger::Log_5489(DLL2SDK::UnityEngine::UnityEngine::LogType logType_, DLL2SDK::mscorlib::System::Object* message_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[6];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Logger*, DLL2SDK::UnityEngine::UnityEngine::LogType, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, logType_, message_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Logger::Log_5490(DLL2SDK::UnityEngine::UnityEngine::LogType logType_, DLL2SDK::mscorlib::System::Object* message_, DLL2SDK::UnityEngine::UnityEngine::Object* context_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Logger*, DLL2SDK::UnityEngine::UnityEngine::LogType, DLL2SDK::mscorlib::System::Object*, DLL2SDK::UnityEngine::UnityEngine::Object*, void*)>(Data.methodPtr)(this, logType_, message_, context_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Logger::LogFormat_5491(DLL2SDK::UnityEngine::UnityEngine::LogType logType_, DLL2SDK::mscorlib::System::String* format_, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>* args_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[8];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Logger*, DLL2SDK::UnityEngine::UnityEngine::LogType, DLL2SDK::mscorlib::System::String*, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>*, void*)>(Data.methodPtr)(this, logType_, format_, args_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Logger::LogFormat_5492(DLL2SDK::UnityEngine::UnityEngine::LogType logType_, DLL2SDK::UnityEngine::UnityEngine::Object* context_, DLL2SDK::mscorlib::System::String* format_, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>* args_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[9];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Logger*, DLL2SDK::UnityEngine::UnityEngine::LogType, DLL2SDK::UnityEngine::UnityEngine::Object*, DLL2SDK::mscorlib::System::String*, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>*, void*)>(Data.methodPtr)(this, logType_, context_, format_, args_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Logger::LogException_5493(DLL2SDK::mscorlib::System::Exception* exception_, DLL2SDK::UnityEngine::UnityEngine::Object* context_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[10];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Logger*, DLL2SDK::mscorlib::System::Exception*, DLL2SDK::UnityEngine::UnityEngine::Object*, void*)>(Data.methodPtr)(this, exception_, context_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Scripting::APIUpdating::MovedFromAttribute::_ctor_5471(DLL2SDK::mscorlib::System::String* sourceNamespace_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Scripting::APIUpdating::MovedFromAttribute*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4EA664C)(this, sourceNamespace_);
}
void DLL2SDK::UnityEngine::UnityEngine::Scripting::APIUpdating::MovedFromAttribute::_ctor_5472(DLL2SDK::mscorlib::System::String* sourceNamespace_, bool isInDifferentAssembly_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Scripting::APIUpdating::MovedFromAttribute*, DLL2SDK::mscorlib::System::String*, bool)>(DLL2SDK::GameAssemblyBase + 0x4EA6674)(this, sourceNamespace_, isInDifferentAssembly_);
}
void DLL2SDK::UnityEngine::UnityEngine::Scripting::APIUpdating::MovedFromAttribute::set_Namespace_5473(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Scripting::APIUpdating::MovedFromAttribute*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4EA669C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Scripting::APIUpdating::MovedFromAttribute::set_IsInDifferentAssembly_5474(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Scripting::APIUpdating::MovedFromAttribute*, bool)>(DLL2SDK::GameAssemblyBase + 0x4EA66A4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Scripting::RequiredByNativeCodeAttribute::_ctor_5469()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Scripting::RequiredByNativeCodeAttribute*)>(DLL2SDK::GameAssemblyBase + 0x4EA66B4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Scripting::RequiredByNativeCodeAttribute::set_Optional_5470(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Scripting::RequiredByNativeCodeAttribute*, bool)>(DLL2SDK::GameAssemblyBase + 0x4EA66BC)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Scripting::UsedByNativeCodeAttribute::_ctor_5468()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Scripting::UsedByNativeCodeAttribute*)>(DLL2SDK::GameAssemblyBase + 0x4EA66C4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Scripting::PreserveAttribute::_ctor_5467()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Scripting::PreserveAttribute*)>(DLL2SDK::GameAssemblyBase + 0x4EA3884)(this);
}
DLL2SDK::mscorlib::System::Object* DLL2SDK::UnityEngine::UnityEngine::GUIStateObjects::GetStateObject_5465(DLL2SDK::mscorlib::System::Type* t_, int32_t controlID_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Object*(*)(DLL2SDK::mscorlib::System::Type*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x472823C)(t_, controlID_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStateObjects::_cctor_5466()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x47283F8)();
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Ray2D::get_origin_5460()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Ray2D*)>(DLL2SDK::GameAssemblyBase + 0x4AF0D80)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Ray2D::set_origin_5461(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Ray2D*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4AF0D9C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Ray2D::get_direction_5462()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Ray2D*)>(DLL2SDK::GameAssemblyBase + 0x4AF0DBC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Ray2D::set_direction_5463(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Ray2D*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4AF0E08)(this, value_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Ray2D::ToString_5464()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Ray2D*)>(DLL2SDK::GameAssemblyBase + 0x4AF0FF0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::UnityAPICompatibilityVersionAttribute::_ctor_5459(DLL2SDK::mscorlib::System::String* version_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::UnityAPICompatibilityVersionAttribute*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4D6EBD0)(this, version_);
}
void DLL2SDK::UnityEngine::UnityEngine::SendMouseEvents::SetMouseMoved_5401()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4EA66DC)();
}
void DLL2SDK::UnityEngine::UnityEngine::SendMouseEvents::DoSendMouseEvents_5402(int32_t skipRTCameras_)
{
return reinterpret_cast<void(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4EA6790)(skipRTCameras_);
}
void DLL2SDK::UnityEngine::UnityEngine::SendMouseEvents::SendEvents_5403(int32_t i_, DLL2SDK::UnityEngine::UnityEngine::SendMouseEvents_HitInfo hit_)
{
return reinterpret_cast<void(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::SendMouseEvents_HitInfo)>(DLL2SDK::GameAssemblyBase + 0x4EA76F8)(i_, hit_);
}
void DLL2SDK::UnityEngine::UnityEngine::SendMouseEvents::_cctor_5404()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4EA819C)();
}
void DLL2SDK::UnityEngine::UnityEngine::CustomYieldInstruction::_ctor_635()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CustomYieldInstruction*)>(DLL2SDK::GameAssemblyBase + 0x4DCA340)(this);
}
DLL2SDK::mscorlib::System::Object* DLL2SDK::UnityEngine::UnityEngine::CustomYieldInstruction::get_Current_637()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<DLL2SDK::mscorlib::System::Object*(*)(DLL2SDK::UnityEngine::UnityEngine::CustomYieldInstruction*, void*)>(Data.methodPtr)(this, Data.method);
}
bool DLL2SDK::UnityEngine::UnityEngine::CustomYieldInstruction::MoveNext_638()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::CustomYieldInstruction*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::CustomYieldInstruction::Reset_639()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[6];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CustomYieldInstruction*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::PropertyAttribute::_ctor_5388()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::PropertyAttribute*)>(DLL2SDK::GameAssemblyBase + 0x4ADFD2C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextAreaAttribute::_ctor_5397(int32_t minLines_, int32_t maxLines_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextAreaAttribute*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D5E7A4)(this, minLines_, maxLines_);
}
void DLL2SDK::UnityEngine::UnityEngine::MultilineAttribute::_ctor_5395()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MultilineAttribute*)>(DLL2SDK::GameAssemblyBase + 0x4ADFD0C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::MultilineAttribute::_ctor_5396(int32_t lines_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MultilineAttribute*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4ADFD34)(this, lines_);
}
void DLL2SDK::UnityEngine::UnityEngine::RangeAttribute::_ctor_5394(float min_, float max_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RangeAttribute*, float, float)>(DLL2SDK::GameAssemblyBase + 0x4AF09A0)(this, min_, max_);
}
void DLL2SDK::UnityEngine::UnityEngine::HeaderAttribute::_ctor_5393(DLL2SDK::mscorlib::System::String* header_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::HeaderAttribute*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x472F588)(this, header_);
}
void DLL2SDK::UnityEngine::UnityEngine::SpaceAttribute::_ctor_5391()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SpaceAttribute*)>(DLL2SDK::GameAssemblyBase + 0x4EAD4C0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::SpaceAttribute::_ctor_5392(float height_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SpaceAttribute*, float)>(DLL2SDK::GameAssemblyBase + 0x4EAD4E0)(this, height_);
}
void DLL2SDK::UnityEngine::UnityEngine::TooltipAttribute::_ctor_5390(DLL2SDK::mscorlib::System::String* tooltip_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TooltipAttribute*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4D694B4)(this, tooltip_);
}
void DLL2SDK::UnityEngine::UnityEngine::ContextMenuItemAttribute::_ctor_5389(DLL2SDK::mscorlib::System::String* name_, DLL2SDK::mscorlib::System::String* function_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ContextMenuItemAttribute*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DC923C)(this, name_, function_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::CheckException_5293()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x46333F8)();
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::DeleteGlobalRef_5294(intptr_t globalref_)
{
return reinterpret_cast<void(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x46336BC)(globalref_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::DeleteLocalRef_5295(intptr_t localref_)
{
return reinterpret_cast<void(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4625DE4)(localref_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::NewStringUTF_5296(DLL2SDK::mscorlib::System::String* bytes_)
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4622A28)(bytes_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::GetStringUTFChars_5297(intptr_t str_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4633760)(str_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::GetObjectClass_5298(intptr_t ptr_)
{
return reinterpret_cast<intptr_t(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x462B208)(ptr_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::GetStaticMethodID_5299(intptr_t clazz_, DLL2SDK::mscorlib::System::String* name_, DLL2SDK::mscorlib::System::String* sig_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x462704C)(clazz_, name_, sig_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::GetMethodID_5300(intptr_t obj_, DLL2SDK::mscorlib::System::String* name_, DLL2SDK::mscorlib::System::String* sig_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x46269C4)(obj_, name_, sig_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::GetFieldID_5301(intptr_t clazz_, DLL2SDK::mscorlib::System::String* name_, DLL2SDK::mscorlib::System::String* sig_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x462765C)(clazz_, name_, sig_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::GetStaticFieldID_5302(intptr_t clazz_, DLL2SDK::mscorlib::System::String* name_, DLL2SDK::mscorlib::System::String* sig_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x46275F4)(clazz_, name_, sig_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::FromReflectedMethod_5303(intptr_t refMethod_)
{
return reinterpret_cast<intptr_t(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4626960)(refMethod_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::FromReflectedField_5304(intptr_t refField_)
{
return reinterpret_cast<intptr_t(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4627590)(refField_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::FindClass_5305(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x46261A8)(name_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::NewObject_5306(intptr_t clazz_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x462BB14)(clazz_, methodID_, args_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::SetStaticObjectField_5307(intptr_t clazz_, intptr_t fieldID_, intptr_t val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x46337B0)(clazz_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::SetStaticStringField_5308(intptr_t clazz_, intptr_t fieldID_, DLL2SDK::mscorlib::System::String* val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4633804)(clazz_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::SetStaticCharField_5309(intptr_t clazz_, intptr_t fieldID_, wchar_t val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, wchar_t)>(DLL2SDK::GameAssemblyBase + 0x4633858)(clazz_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::SetStaticDoubleField_5310(intptr_t clazz_, intptr_t fieldID_, double val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, double)>(DLL2SDK::GameAssemblyBase + 0x46338AC)(clazz_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::SetStaticFloatField_5311(intptr_t clazz_, intptr_t fieldID_, float val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, float)>(DLL2SDK::GameAssemblyBase + 0x4633908)(clazz_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::SetStaticLongField_5312(intptr_t clazz_, intptr_t fieldID_, int64_t val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, int64_t)>(DLL2SDK::GameAssemblyBase + 0x463395C)(clazz_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::SetStaticShortField_5313(intptr_t clazz_, intptr_t fieldID_, int16_t val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, int16_t)>(DLL2SDK::GameAssemblyBase + 0x46339BC)(clazz_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::SetStaticByteField_5314(intptr_t clazz_, intptr_t fieldID_, uint8_t val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, uint8_t)>(DLL2SDK::GameAssemblyBase + 0x4633A10)(clazz_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::SetStaticBooleanField_5315(intptr_t clazz_, intptr_t fieldID_, bool val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, bool)>(DLL2SDK::GameAssemblyBase + 0x4633A64)(clazz_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::SetStaticIntField_5316(intptr_t clazz_, intptr_t fieldID_, int32_t val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4633AB8)(clazz_, fieldID_, val_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::GetStaticObjectField_5317(intptr_t clazz_, intptr_t fieldID_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4633B0C)(clazz_, fieldID_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::GetStaticStringField_5318(intptr_t clazz_, intptr_t fieldID_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4633B70)(clazz_, fieldID_);
}
wchar_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::GetStaticCharField_5319(intptr_t clazz_, intptr_t fieldID_)
{
return reinterpret_cast<wchar_t(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4633BC0)(clazz_, fieldID_);
}
double DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::GetStaticDoubleField_5320(intptr_t clazz_, intptr_t fieldID_)
{
return reinterpret_cast<double(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4633C10)(clazz_, fieldID_);
}
float DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::GetStaticFloatField_5321(intptr_t clazz_, intptr_t fieldID_)
{
return reinterpret_cast<float(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4633C68)(clazz_, fieldID_);
}
int64_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::GetStaticLongField_5322(intptr_t clazz_, intptr_t fieldID_)
{
return reinterpret_cast<int64_t(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4633CC4)(clazz_, fieldID_);
}
int16_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::GetStaticShortField_5323(intptr_t clazz_, intptr_t fieldID_)
{
return reinterpret_cast<int16_t(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4633D28)(clazz_, fieldID_);
}
uint8_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::GetStaticByteField_5324(intptr_t clazz_, intptr_t fieldID_)
{
return reinterpret_cast<uint8_t(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4633D78)(clazz_, fieldID_);
}
bool DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::GetStaticBooleanField_5325(intptr_t clazz_, intptr_t fieldID_)
{
return reinterpret_cast<bool(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4633DC8)(clazz_, fieldID_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::GetStaticIntField_5326(intptr_t clazz_, intptr_t fieldID_)
{
return reinterpret_cast<int32_t(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4633E18)(clazz_, fieldID_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::CallStaticVoidMethod_5327(intptr_t clazz_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x462BCC0)(clazz_, methodID_, args_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::CallStaticObjectMethod_5328(intptr_t clazz_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x4633E68)(clazz_, methodID_, args_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::CallStaticStringMethod_5329(intptr_t clazz_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x4633ED0)(clazz_, methodID_, args_);
}
wchar_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::CallStaticCharMethod_5330(intptr_t clazz_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<wchar_t(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x4633F28)(clazz_, methodID_, args_);
}
double DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::CallStaticDoubleMethod_5331(intptr_t clazz_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<double(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x4633F80)(clazz_, methodID_, args_);
}
float DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::CallStaticFloatMethod_5332(intptr_t clazz_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<float(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x4633FE0)(clazz_, methodID_, args_);
}
int64_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::CallStaticLongMethod_5333(intptr_t clazz_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<int64_t(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x4634044)(clazz_, methodID_, args_);
}
int16_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::CallStaticShortMethod_5334(intptr_t clazz_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<int16_t(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x46340B0)(clazz_, methodID_, args_);
}
uint8_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::CallStaticByteMethod_5335(intptr_t clazz_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<uint8_t(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x4634108)(clazz_, methodID_, args_);
}
bool DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::CallStaticBooleanMethod_5336(intptr_t clazz_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<bool(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x4634160)(clazz_, methodID_, args_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::CallStaticIntMethod_5337(intptr_t clazz_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<int32_t(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x46341B8)(clazz_, methodID_, args_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::SetObjectField_5338(intptr_t obj_, intptr_t fieldID_, intptr_t val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4634210)(obj_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::SetStringField_5339(intptr_t obj_, intptr_t fieldID_, DLL2SDK::mscorlib::System::String* val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4634264)(obj_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::SetCharField_5340(intptr_t obj_, intptr_t fieldID_, wchar_t val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, wchar_t)>(DLL2SDK::GameAssemblyBase + 0x46342B8)(obj_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::SetDoubleField_5341(intptr_t obj_, intptr_t fieldID_, double val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, double)>(DLL2SDK::GameAssemblyBase + 0x463430C)(obj_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::SetFloatField_5342(intptr_t obj_, intptr_t fieldID_, float val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, float)>(DLL2SDK::GameAssemblyBase + 0x4634368)(obj_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::SetLongField_5343(intptr_t obj_, intptr_t fieldID_, int64_t val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, int64_t)>(DLL2SDK::GameAssemblyBase + 0x46343BC)(obj_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::SetShortField_5344(intptr_t obj_, intptr_t fieldID_, int16_t val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, int16_t)>(DLL2SDK::GameAssemblyBase + 0x463441C)(obj_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::SetByteField_5345(intptr_t obj_, intptr_t fieldID_, uint8_t val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, uint8_t)>(DLL2SDK::GameAssemblyBase + 0x4634470)(obj_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::SetBooleanField_5346(intptr_t obj_, intptr_t fieldID_, bool val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, bool)>(DLL2SDK::GameAssemblyBase + 0x46344C4)(obj_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::SetIntField_5347(intptr_t obj_, intptr_t fieldID_, int32_t val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4634518)(obj_, fieldID_, val_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::GetObjectField_5348(intptr_t obj_, intptr_t fieldID_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x463456C)(obj_, fieldID_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::GetStringField_5349(intptr_t obj_, intptr_t fieldID_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x46345D0)(obj_, fieldID_);
}
wchar_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::GetCharField_5350(intptr_t obj_, intptr_t fieldID_)
{
return reinterpret_cast<wchar_t(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4634620)(obj_, fieldID_);
}
double DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::GetDoubleField_5351(intptr_t obj_, intptr_t fieldID_)
{
return reinterpret_cast<double(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4634670)(obj_, fieldID_);
}
float DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::GetFloatField_5352(intptr_t obj_, intptr_t fieldID_)
{
return reinterpret_cast<float(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x46346C8)(obj_, fieldID_);
}
int64_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::GetLongField_5353(intptr_t obj_, intptr_t fieldID_)
{
return reinterpret_cast<int64_t(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4634724)(obj_, fieldID_);
}
int16_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::GetShortField_5354(intptr_t obj_, intptr_t fieldID_)
{
return reinterpret_cast<int16_t(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4634788)(obj_, fieldID_);
}
uint8_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::GetByteField_5355(intptr_t obj_, intptr_t fieldID_)
{
return reinterpret_cast<uint8_t(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x46347D8)(obj_, fieldID_);
}
bool DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::GetBooleanField_5356(intptr_t obj_, intptr_t fieldID_)
{
return reinterpret_cast<bool(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4634828)(obj_, fieldID_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::GetIntField_5357(intptr_t obj_, intptr_t fieldID_)
{
return reinterpret_cast<int32_t(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4634878)(obj_, fieldID_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::CallVoidMethod_5358(intptr_t obj_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x462BC6C)(obj_, methodID_, args_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::CallObjectMethod_5359(intptr_t obj_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x46348C8)(obj_, methodID_, args_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::CallStringMethod_5360(intptr_t obj_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x4634930)(obj_, methodID_, args_);
}
wchar_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::CallCharMethod_5361(intptr_t obj_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<wchar_t(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x4634988)(obj_, methodID_, args_);
}
double DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::CallDoubleMethod_5362(intptr_t obj_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<double(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x46349E0)(obj_, methodID_, args_);
}
float DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::CallFloatMethod_5363(intptr_t obj_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<float(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x4634A40)(obj_, methodID_, args_);
}
int64_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::CallLongMethod_5364(intptr_t obj_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<int64_t(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x4634AA4)(obj_, methodID_, args_);
}
int16_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::CallShortMethod_5365(intptr_t obj_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<int16_t(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x4634B10)(obj_, methodID_, args_);
}
uint8_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::CallByteMethod_5366(intptr_t obj_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<uint8_t(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x4634B68)(obj_, methodID_, args_);
}
bool DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::CallBooleanMethod_5367(intptr_t obj_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<bool(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x4634BC0)(obj_, methodID_, args_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::CallIntMethod_5368(intptr_t obj_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<int32_t(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x4634C18)(obj_, methodID_, args_);
}
DLL2SDK::Array<wchar_t>* DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::FromCharArray_5369(intptr_t array_)
{
return reinterpret_cast<DLL2SDK::Array<wchar_t>*(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4634C70)(array_);
}
DLL2SDK::Array<double>* DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::FromDoubleArray_5370(intptr_t array_)
{
return reinterpret_cast<DLL2SDK::Array<double>*(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4634CC0)(array_);
}
DLL2SDK::Array<float>* DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::FromFloatArray_5371(intptr_t array_)
{
return reinterpret_cast<DLL2SDK::Array<float>*(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4634D10)(array_);
}
DLL2SDK::Array<int64_t>* DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::FromLongArray_5372(intptr_t array_)
{
return reinterpret_cast<DLL2SDK::Array<int64_t>*(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4634D60)(array_);
}
DLL2SDK::Array<int16_t>* DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::FromShortArray_5373(intptr_t array_)
{
return reinterpret_cast<DLL2SDK::Array<int16_t>*(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4634DB0)(array_);
}
DLL2SDK::Array<uint8_t>* DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::FromByteArray_5374(intptr_t array_)
{
return reinterpret_cast<DLL2SDK::Array<uint8_t>*(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4634E00)(array_);
}
DLL2SDK::Array<bool>* DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::FromBooleanArray_5375(intptr_t array_)
{
return reinterpret_cast<DLL2SDK::Array<bool>*(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4634E50)(array_);
}
DLL2SDK::Array<int32_t>* DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::FromIntArray_5376(intptr_t array_)
{
return reinterpret_cast<DLL2SDK::Array<int32_t>*(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4634EA0)(array_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::ToObjectArray_5377(DLL2SDK::Array<intptr_t>* array_, intptr_t type_)
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::Array<intptr_t>*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x46262E0)(array_, type_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::ToCharArray_5378(DLL2SDK::Array<wchar_t>* array_)
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::Array<wchar_t>*)>(DLL2SDK::GameAssemblyBase + 0x4626144)(array_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::ToDoubleArray_5379(DLL2SDK::Array<double>* array_)
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::Array<double>*)>(DLL2SDK::GameAssemblyBase + 0x46260E0)(array_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::ToFloatArray_5380(DLL2SDK::Array<float>* array_)
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::Array<float>*)>(DLL2SDK::GameAssemblyBase + 0x462607C)(array_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::ToLongArray_5381(DLL2SDK::Array<int64_t>* array_)
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::Array<int64_t>*)>(DLL2SDK::GameAssemblyBase + 0x4626018)(array_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::ToShortArray_5382(DLL2SDK::Array<int16_t>* array_)
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::Array<int16_t>*)>(DLL2SDK::GameAssemblyBase + 0x4625FB4)(array_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::ToByteArray_5383(DLL2SDK::Array<uint8_t>* array_)
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::Array<uint8_t>*)>(DLL2SDK::GameAssemblyBase + 0x4625F50)(array_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::ToBooleanArray_5384(DLL2SDK::Array<bool>* array_)
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::Array<bool>*)>(DLL2SDK::GameAssemblyBase + 0x4625EEC)(array_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::ToIntArray_5385(DLL2SDK::Array<int32_t>* array_)
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::Array<int32_t>*)>(DLL2SDK::GameAssemblyBase + 0x4625E88)(array_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::GetObjectArrayElement_5386(intptr_t array_, int32_t index_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4621EB4)(array_, index_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNISafe::GetArrayLength_5387(intptr_t array_)
{
return reinterpret_cast<int32_t(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4621E64)(array_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::RangeInt::get_end_5292()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::RangeInt*)>(DLL2SDK::GameAssemblyBase + 0x4AF09D8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Ray::_ctor_4959(DLL2SDK::UnityEngine::UnityEngine::Vector3 origin_, DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Ray*, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4AF0A34)(this, origin_, direction_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Ray::get_origin_4960()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Ray*)>(DLL2SDK::GameAssemblyBase + 0x4AF0A64)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Ray::set_origin_4961(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Ray*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4AF0A80)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Ray::get_direction_4962()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Ray*)>(DLL2SDK::GameAssemblyBase + 0x4AF0A8C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Ray::set_direction_4963(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Ray*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4AF0AE0)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Ray::GetPoint_4964(float distance_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Ray*, float)>(DLL2SDK::GameAssemblyBase + 0x4AF0B98)(this, distance_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Ray::ToString_4965()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Ray*)>(DLL2SDK::GameAssemblyBase + 0x4AF0D64)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::TrackedReference::op_Equality_5277(DLL2SDK::UnityEngine::UnityEngine::TrackedReference* x_, DLL2SDK::UnityEngine::UnityEngine::TrackedReference* y_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::TrackedReference*, DLL2SDK::UnityEngine::UnityEngine::TrackedReference*)>(DLL2SDK::GameAssemblyBase + 0x4D6A164)(x_, y_);
}
bool DLL2SDK::UnityEngine::UnityEngine::TrackedReference::op_Inequality_5278(DLL2SDK::UnityEngine::UnityEngine::TrackedReference* x_, DLL2SDK::UnityEngine::UnityEngine::TrackedReference* y_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::TrackedReference*, DLL2SDK::UnityEngine::UnityEngine::TrackedReference*)>(DLL2SDK::GameAssemblyBase + 0x4D6A270)(x_, y_);
}
bool DLL2SDK::UnityEngine::UnityEngine::TrackedReference::Equals_5279(DLL2SDK::mscorlib::System::Object* o_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[0];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::TrackedReference*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, o_, Data.method);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::TrackedReference::GetHashCode_5280()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[2];
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::TrackedReference*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::PreferBinarySerialization::_ctor_5274()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::PreferBinarySerialization*)>(DLL2SDK::GameAssemblyBase + 0x4AED22C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::SerializeField::_ctor_5273()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SerializeField*)>(DLL2SDK::GameAssemblyBase + 0x4EA876C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::SerializePrivateVariables::_ctor_5272()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SerializePrivateVariables*)>(DLL2SDK::GameAssemblyBase + 0x4EA8774)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::SetupCoroutine::InvokeMoveNext_5270(DLL2SDK::mscorlib::System::Collections::IEnumerator* enumerator_, intptr_t returnValueAddress_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::Collections::IEnumerator*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4EA877C)(enumerator_, returnValueAddress_);
}
DLL2SDK::mscorlib::System::Object* DLL2SDK::UnityEngine::UnityEngine::SetupCoroutine::InvokeMember_5271(DLL2SDK::mscorlib::System::Object* behaviour_, DLL2SDK::mscorlib::System::String* name_, DLL2SDK::mscorlib::System::Object* variable_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Object*(*)(DLL2SDK::mscorlib::System::Object*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4EA8924)(behaviour_, name_, variable_);
}
void DLL2SDK::UnityEngine::UnityEngine::SelectionBaseAttribute::_ctor_5269()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SelectionBaseAttribute*)>(DLL2SDK::GameAssemblyBase + 0x4EA66D4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Scripting::GeneratedByOldBindingsGeneratorAttribute::_ctor_5268()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Scripting::GeneratedByOldBindingsGeneratorAttribute*)>(DLL2SDK::GameAssemblyBase + 0x4EA66AC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::NativeClassAttribute::_ctor_5266(DLL2SDK::mscorlib::System::String* qualifiedCppName_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::NativeClassAttribute*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4ADFD54)(this, qualifiedCppName_);
}
void DLL2SDK::UnityEngine::UnityEngine::NativeClassAttribute::set_QualifiedNativeName_5267(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::NativeClassAttribute*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4ADFD74)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::IL2CPPStructAlignmentAttribute::_ctor_5265()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::IL2CPPStructAlignmentAttribute*)>(DLL2SDK::GameAssemblyBase + 0x472FE64)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::DefaultExecutionOrder::_ctor_5262(int32_t order_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::DefaultExecutionOrder*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DCC10C)(this, order_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::DefaultExecutionOrder::get_order_5263()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::DefaultExecutionOrder*)>(DLL2SDK::GameAssemblyBase + 0x4DCC134)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::DefaultExecutionOrder::set_order_5264(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::DefaultExecutionOrder*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DCC12C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::HelpURLAttribute::_ctor_5261(DLL2SDK::mscorlib::System::String* url_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::HelpURLAttribute*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x472F5A8)(this, url_);
}
void DLL2SDK::UnityEngine::UnityEngine::HideInInspector::_ctor_5260()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::HideInInspector*)>(DLL2SDK::GameAssemblyBase + 0x472F5C8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::ExecuteInEditMode::_ctor_5259()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ExecuteInEditMode*)>(DLL2SDK::GameAssemblyBase + 0x4DD2CB0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::ContextMenu::_ctor_5256(DLL2SDK::mscorlib::System::String* itemName_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ContextMenu*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DC91A4)(this, itemName_);
}
void DLL2SDK::UnityEngine::UnityEngine::ContextMenu::_ctor_5257(DLL2SDK::mscorlib::System::String* itemName_, bool isValidateFunction_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ContextMenu*, DLL2SDK::mscorlib::System::String*, bool)>(DLL2SDK::GameAssemblyBase + 0x4DC91D8)(this, itemName_, isValidateFunction_);
}
void DLL2SDK::UnityEngine::UnityEngine::ContextMenu::_ctor_5258(DLL2SDK::mscorlib::System::String* itemName_, bool isValidateFunction_, int32_t priority_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ContextMenu*, DLL2SDK::mscorlib::System::String*, bool, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DC920C)(this, itemName_, isValidateFunction_, priority_);
}
void DLL2SDK::UnityEngine::UnityEngine::CreateAssetMenuAttribute::_ctor_5252()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CreateAssetMenuAttribute*)>(DLL2SDK::GameAssemblyBase + 0x4DC94EC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::CreateAssetMenuAttribute::set_menuName_5253(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CreateAssetMenuAttribute*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DC94F4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::CreateAssetMenuAttribute::set_fileName_5254(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CreateAssetMenuAttribute*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DC94FC)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::CreateAssetMenuAttribute::set_order_5255(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CreateAssetMenuAttribute*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DC9504)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AddComponentMenu::_ctor_5250(DLL2SDK::mscorlib::System::String* menuName_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AddComponentMenu*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x462871C)(this, menuName_);
}
void DLL2SDK::UnityEngine::UnityEngine::AddComponentMenu::_ctor_5251(DLL2SDK::mscorlib::System::String* menuName_, int32_t order_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AddComponentMenu*, DLL2SDK::mscorlib::System::String*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4628744)(this, menuName_, order_);
}
void DLL2SDK::UnityEngine::UnityEngine::RequireComponent::_ctor_5248(DLL2SDK::mscorlib::System::Type* requiredComponent_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RequireComponent*, DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x4EA0794)(this, requiredComponent_);
}
void DLL2SDK::UnityEngine::UnityEngine::RequireComponent::_ctor_5249(DLL2SDK::mscorlib::System::Type* requiredComponent_, DLL2SDK::mscorlib::System::Type* requiredComponent2_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RequireComponent*, DLL2SDK::mscorlib::System::Type*, DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x4EA07B4)(this, requiredComponent_, requiredComponent2_);
}
void DLL2SDK::UnityEngine::UnityEngine::DisallowMultipleComponent::_ctor_5247()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::DisallowMultipleComponent*)>(DLL2SDK::GameAssemblyBase + 0x4DCC13C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::_AndroidJNIHelper::_ctor_5225()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::_AndroidJNIHelper*)>(DLL2SDK::GameAssemblyBase + 0x4621754)(this);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::_AndroidJNIHelper::CreateJavaProxy_5226(int32_t delegateHandle_, DLL2SDK::UnityEngine::UnityEngine::AndroidJavaProxy* proxy_)
{
return reinterpret_cast<intptr_t(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::AndroidJavaProxy*)>(DLL2SDK::GameAssemblyBase + 0x462175C)(delegateHandle_, proxy_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::_AndroidJNIHelper::CreateJavaRunnable_5227(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaRunnable* jrunnable_)
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaRunnable*)>(DLL2SDK::GameAssemblyBase + 0x46219A8)(jrunnable_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::_AndroidJNIHelper::InvokeJavaProxyMethod_5228(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaProxy* proxy_, intptr_t jmethodName_, intptr_t jargs_)
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaProxy*, intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4621B40)(proxy_, jmethodName_, jargs_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* DLL2SDK::UnityEngine::UnityEngine::_AndroidJNIHelper::CreateJNIArgArray_5229(DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>* args_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*(*)(DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>*)>(DLL2SDK::GameAssemblyBase + 0x4622144)(args_);
}
DLL2SDK::mscorlib::System::Object* DLL2SDK::UnityEngine::UnityEngine::_AndroidJNIHelper::UnboxArray_5230(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject* obj_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Object*(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject*)>(DLL2SDK::GameAssemblyBase + 0x46235A0)(obj_);
}
DLL2SDK::mscorlib::System::Object* DLL2SDK::UnityEngine::UnityEngine::_AndroidJNIHelper::Unbox_5231(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject* obj_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Object*(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject*)>(DLL2SDK::GameAssemblyBase + 0x462407C)(obj_);
}
DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject* DLL2SDK::UnityEngine::UnityEngine::_AndroidJNIHelper::Box_5232(DLL2SDK::mscorlib::System::Object* obj_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject*(*)(DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4624BF8)(obj_);
}
void DLL2SDK::UnityEngine::UnityEngine::_AndroidJNIHelper::DeleteJNIArgArray_5233(DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>* args_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* jniArgs_)
{
return reinterpret_cast<void(*)(DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x4625C78)(args_, jniArgs_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::_AndroidJNIHelper::ConvertToJNIArray_5234(DLL2SDK::mscorlib::System::Array* array_)
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::mscorlib::System::Array*)>(DLL2SDK::GameAssemblyBase + 0x4622A8C)(array_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::_AndroidJNIHelper::GetConstructorID_5236(intptr_t jclass_, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>* args_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>*)>(DLL2SDK::GameAssemblyBase + 0x4626344)(jclass_, args_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::_AndroidJNIHelper::GetMethodID_5237(intptr_t jclass_, DLL2SDK::mscorlib::System::String* methodName_, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>* args_, bool isStatic_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, DLL2SDK::mscorlib::System::String*, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>*, bool)>(DLL2SDK::GameAssemblyBase + 0x46264A8)(jclass_, methodName_, args_, isStatic_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::_AndroidJNIHelper::GetConstructorID_5240(intptr_t jclass_, DLL2SDK::mscorlib::System::String* signature_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4626504)(jclass_, signature_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::_AndroidJNIHelper::GetMethodID_5241(intptr_t jclass_, DLL2SDK::mscorlib::System::String* methodName_, DLL2SDK::mscorlib::System::String* signature_, bool isStatic_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*, bool)>(DLL2SDK::GameAssemblyBase + 0x4626A2C)(jclass_, methodName_, signature_, isStatic_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::_AndroidJNIHelper::GetMethodIDFallback_5242(intptr_t jclass_, DLL2SDK::mscorlib::System::String* methodName_, DLL2SDK::mscorlib::System::String* signature_, bool isStatic_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*, bool)>(DLL2SDK::GameAssemblyBase + 0x4626EEC)(jclass_, methodName_, signature_, isStatic_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::_AndroidJNIHelper::GetFieldID_5243(intptr_t jclass_, DLL2SDK::mscorlib::System::String* fieldName_, DLL2SDK::mscorlib::System::String* signature_, bool isStatic_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*, bool)>(DLL2SDK::GameAssemblyBase + 0x46270B4)(jclass_, fieldName_, signature_, isStatic_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::_AndroidJNIHelper::GetSignature_5244(DLL2SDK::mscorlib::System::Object* obj_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x46276C4)(obj_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::_AndroidJNIHelper::GetSignature_5245(DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>* args_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>*)>(DLL2SDK::GameAssemblyBase + 0x4626368)(args_);
}
bool DLL2SDK::UnityEngine::UnityEngine::AndroidReflection::IsPrimitive_5217(DLL2SDK::mscorlib::System::Type* t_)
{
return reinterpret_cast<bool(*)(DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x46229FC)(t_);
}
bool DLL2SDK::UnityEngine::UnityEngine::AndroidReflection::IsAssignableFrom_5218(DLL2SDK::mscorlib::System::Type* t_, DLL2SDK::mscorlib::System::Type* from_)
{
return reinterpret_cast<bool(*)(DLL2SDK::mscorlib::System::Type*, DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x46286E0)(t_, from_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidReflection::GetStaticMethodID_5219(DLL2SDK::mscorlib::System::String* clazz_, DLL2SDK::mscorlib::System::String* methodName_, DLL2SDK::mscorlib::System::String* signature_)
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4634EF0)(clazz_, methodName_, signature_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidReflection::GetConstructorMember_5220(intptr_t jclass_, DLL2SDK::mscorlib::System::String* signature_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4626764)(jclass_, signature_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidReflection::GetMethodMember_5221(intptr_t jclass_, DLL2SDK::mscorlib::System::String* methodName_, DLL2SDK::mscorlib::System::String* signature_, bool isStatic_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*, bool)>(DLL2SDK::GameAssemblyBase + 0x4626C90)(jclass_, methodName_, signature_, isStatic_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidReflection::GetFieldMember_5222(intptr_t jclass_, DLL2SDK::mscorlib::System::String* fieldName_, DLL2SDK::mscorlib::System::String* signature_, bool isStatic_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*, bool)>(DLL2SDK::GameAssemblyBase + 0x4627334)(jclass_, fieldName_, signature_, isStatic_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidReflection::NewProxyInstance_5223(int32_t delegateHandle_, intptr_t interfaze_)
{
return reinterpret_cast<intptr_t(*)(int32_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x462183C)(delegateHandle_, interfaze_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidReflection::_cctor_5224()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4634F6C)();
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJavaProxy::_ctor_5210(DLL2SDK::mscorlib::System::String* javaInterface_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaProxy*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x462BFF4)(this, javaInterface_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJavaProxy::_ctor_5211(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaClass* javaInterface_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaProxy*, DLL2SDK::UnityEngine::UnityEngine::AndroidJavaClass*)>(DLL2SDK::GameAssemblyBase + 0x462C094)(this, javaInterface_);
}
DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject* DLL2SDK::UnityEngine::UnityEngine::AndroidJavaProxy::Invoke_5212(DLL2SDK::mscorlib::System::String* methodName_, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>* args_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject*(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaProxy*, DLL2SDK::mscorlib::System::String*, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>*, void*)>(Data.methodPtr)(this, methodName_, args_, Data.method);
}
DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject* DLL2SDK::UnityEngine::UnityEngine::AndroidJavaProxy::Invoke_5213(DLL2SDK::mscorlib::System::String* methodName_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject*>* javaArgs_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject*(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaProxy*, DLL2SDK::mscorlib::System::String*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject*>*, void*)>(Data.methodPtr)(this, methodName_, javaArgs_, Data.method);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::AndroidJavaProxy::toString_5214()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[6];
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaProxy*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject* DLL2SDK::UnityEngine::UnityEngine::AndroidJavaProxy::GetProxy_5215()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject*(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaProxy*)>(DLL2SDK::GameAssemblyBase + 0x46234CC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJavaProxy::_cctor_5216()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x462CD38)();
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJavaRunnableProxy::_ctor_5207(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaRunnable* runnable_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaRunnableProxy*, DLL2SDK::UnityEngine::UnityEngine::AndroidJavaRunnable*)>(DLL2SDK::GameAssemblyBase + 0x4621A54)(this, runnable_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJavaRunnableProxy::run_5208()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaRunnableProxy*)>(DLL2SDK::GameAssemblyBase + 0x462CF38)(this);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::AndroidJavaRunnableProxy::toString_5209()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[6];
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaRunnableProxy*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::GlobalJavaObjectRef::_ctor_5203(intptr_t jobject_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GlobalJavaObjectRef*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4706710)(this, jobject_);
}
void DLL2SDK::UnityEngine::UnityEngine::GlobalJavaObjectRef::Finalize_5204()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[1];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GlobalJavaObjectRef*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::GlobalJavaObjectRef::Dispose_5206()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GlobalJavaObjectRef*)>(DLL2SDK::GameAssemblyBase + 0x470685C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJavaException::_ctor_5201(DLL2SDK::mscorlib::System::String* message_, DLL2SDK::mscorlib::System::String* javaStackTrace_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaException*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x462ADA0)(this, message_, javaStackTrace_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::AndroidJavaException::get_StackTrace_5202()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[8];
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaException*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJavaRunnable::_ctor_5197(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaRunnable*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x462CE5C)(this, object_, method_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJavaRunnable::Invoke_5198()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaRunnable*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::UnityEngine::UnityEngine::AndroidJavaRunnable::BeginInvoke_5199(DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<DLL2SDK::mscorlib::System::IAsyncResult*(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaRunnable*, DLL2SDK::mscorlib::System::AsyncCallback*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, callback_, object_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJavaRunnable::EndInvoke_5200(DLL2SDK::mscorlib::System::IAsyncResult* result_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaRunnable*, DLL2SDK::mscorlib::System::IAsyncResult*, void*)>(Data.methodPtr)(this, result_, Data.method);
}
void DLL2SDK::UnityEngine::JetBrains::Annotations::PureAttribute::_ctor_5196()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::JetBrains::Annotations::PureAttribute*)>(DLL2SDK::GameAssemblyBase + 0x462174C)(this);
}
void DLL2SDK::UnityEngine::JetBrains::Annotations::NotNullAttribute::_ctor_5195()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::JetBrains::Annotations::NotNullAttribute*)>(DLL2SDK::GameAssemblyBase + 0x4621744)(this);
}
void DLL2SDK::UnityEngine::JetBrains::Annotations::CanBeNullAttribute::_ctor_5194()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::JetBrains::Annotations::CanBeNullAttribute*)>(DLL2SDK::GameAssemblyBase + 0x462173C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::InvokableCallList::_ctor_5173()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::InvokableCallList*)>(DLL2SDK::GameAssemblyBase + 0x4DD085C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::InvokableCallList::AddPersistentInvokableCall_5174(DLL2SDK::UnityEngine::UnityEngine::Events::BaseInvokableCall* call_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::InvokableCallList*, DLL2SDK::UnityEngine::UnityEngine::Events::BaseInvokableCall*)>(DLL2SDK::GameAssemblyBase + 0x4DD0940)(this, call_);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::InvokableCallList::AddListener_5175(DLL2SDK::UnityEngine::UnityEngine::Events::BaseInvokableCall* call_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::InvokableCallList*, DLL2SDK::UnityEngine::UnityEngine::Events::BaseInvokableCall*)>(DLL2SDK::GameAssemblyBase + 0x4DD09E8)(this, call_);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::InvokableCallList::RemoveListener_5176(DLL2SDK::mscorlib::System::Object* targetObj_, DLL2SDK::mscorlib::System::Reflection::MethodInfo* method_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::InvokableCallList*, DLL2SDK::mscorlib::System::Object*, DLL2SDK::mscorlib::System::Reflection::MethodInfo*)>(DLL2SDK::GameAssemblyBase + 0x4DD0A90)(this, targetObj_, method_);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::InvokableCallList::ClearPersistent_5177()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::InvokableCallList*)>(DLL2SDK::GameAssemblyBase + 0x4DD0CE4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::InvokableCallList::Invoke_5178(DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>* parameters_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::InvokableCallList*, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>*)>(DLL2SDK::GameAssemblyBase + 0x4DD0D84)(this, parameters_);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::PersistentCallGroup::_ctor_5170()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::PersistentCallGroup*)>(DLL2SDK::GameAssemblyBase + 0x4DD1C9C)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Events::PersistentCallGroup::get_Count_5171()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Events::PersistentCallGroup*)>(DLL2SDK::GameAssemblyBase + 0x4DD1D48)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::PersistentCallGroup::Initialize_5172(DLL2SDK::UnityEngine::UnityEngine::Events::InvokableCallList* invokableList_, DLL2SDK::UnityEngine::UnityEngine::Events::UnityEventBase* unityEventBase_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::PersistentCallGroup*, DLL2SDK::UnityEngine::UnityEngine::Events::InvokableCallList*, DLL2SDK::UnityEngine::UnityEngine::Events::UnityEventBase*)>(DLL2SDK::GameAssemblyBase + 0x4DD1DE0)(this, invokableList_, unityEventBase_);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::BaseInvokableCall::_ctor_5130()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::BaseInvokableCall*)>(DLL2SDK::GameAssemblyBase + 0x4DCFF3C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::BaseInvokableCall::_ctor_5131(DLL2SDK::mscorlib::System::Object* target_, DLL2SDK::mscorlib::System::Reflection::MethodInfo* function_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::BaseInvokableCall*, DLL2SDK::mscorlib::System::Object*, DLL2SDK::mscorlib::System::Reflection::MethodInfo*)>(DLL2SDK::GameAssemblyBase + 0x4DCFF44)(this, target_, function_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Events::BaseInvokableCall::AllowInvoke_5134(DLL2SDK::mscorlib::System::Delegate* delegate_)
{
return reinterpret_cast<bool(*)(DLL2SDK::mscorlib::System::Delegate*)>(DLL2SDK::GameAssemblyBase + 0x4DD0040)(delegate_);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::InvokableCall::_ctor_5136(DLL2SDK::mscorlib::System::Object* target_, DLL2SDK::mscorlib::System::Reflection::MethodInfo* theFunction_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::InvokableCall*, DLL2SDK::mscorlib::System::Object*, DLL2SDK::mscorlib::System::Reflection::MethodInfo*)>(DLL2SDK::GameAssemblyBase + 0x4DD0180)(this, target_, theFunction_);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::InvokableCall::_ctor_5137(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction* action_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::InvokableCall*, DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction*)>(DLL2SDK::GameAssemblyBase + 0x4DD0538)(this, action_);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::InvokableCall::add_Delegate_5138(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::InvokableCall*, DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction*)>(DLL2SDK::GameAssemblyBase + 0x4DD0384)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::InvokableCall::remove_Delegate_5139(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::InvokableCall*, DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction*)>(DLL2SDK::GameAssemblyBase + 0x4DD0560)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::InvokableCall::Invoke_5140(DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>* args_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::InvokableCall*, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>*, void*)>(Data.methodPtr)(this, args_, Data.method);
}
bool DLL2SDK::UnityEngine::UnityEngine::Events::InvokableCall::Find_5141(DLL2SDK::mscorlib::System::Object* targetObj_, DLL2SDK::mscorlib::System::Reflection::MethodInfo* method_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Events::InvokableCall*, DLL2SDK::mscorlib::System::Object*, DLL2SDK::mscorlib::System::Reflection::MethodInfo*, void*)>(Data.methodPtr)(this, targetObj_, method_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::ArgumentCache::_ctor_5120()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::ArgumentCache*)>(DLL2SDK::GameAssemblyBase + 0x4DCFD20)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Object* DLL2SDK::UnityEngine::UnityEngine::Events::ArgumentCache::get_unityObjectArgument_5121()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Object*(*)(DLL2SDK::UnityEngine::UnityEngine::Events::ArgumentCache*)>(DLL2SDK::GameAssemblyBase + 0x4DCFD28)(this);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Events::ArgumentCache::get_unityObjectArgumentAssemblyTypeName_5122()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Events::ArgumentCache*)>(DLL2SDK::GameAssemblyBase + 0x4DCFD30)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Events::ArgumentCache::get_intArgument_5123()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Events::ArgumentCache*)>(DLL2SDK::GameAssemblyBase + 0x4DCFD38)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::Events::ArgumentCache::get_floatArgument_5124()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Events::ArgumentCache*)>(DLL2SDK::GameAssemblyBase + 0x4DCFD40)(this);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Events::ArgumentCache::get_stringArgument_5125()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Events::ArgumentCache*)>(DLL2SDK::GameAssemblyBase + 0x4DCFD48)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Events::ArgumentCache::get_boolArgument_5126()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Events::ArgumentCache*)>(DLL2SDK::GameAssemblyBase + 0x4DCFD50)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::ArgumentCache::TidyAssemblyTypeName_5127()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::ArgumentCache*)>(DLL2SDK::GameAssemblyBase + 0x4DCFD58)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::ArgumentCache::OnBeforeSerialize_5128()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::ArgumentCache*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::ArgumentCache::OnAfterDeserialize_5129()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::ArgumentCache*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::mscorlib::System::Type* DLL2SDK::UnityEngine::UnityEngine::AttributeHelperEngine::GetParentTypeDisallowingMultipleInclusion_5079(DLL2SDK::mscorlib::System::Type* type_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Type*(*)(DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x46430AC)(type_);
}
DLL2SDK::Array<DLL2SDK::mscorlib::System::Type*>* DLL2SDK::UnityEngine::UnityEngine::AttributeHelperEngine::GetRequiredComponents_5080(DLL2SDK::mscorlib::System::Type* klass_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::mscorlib::System::Type*>*(*)(DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x46434C4)(klass_);
}
bool DLL2SDK::UnityEngine::UnityEngine::AttributeHelperEngine::CheckIsEditorScript_5081(DLL2SDK::mscorlib::System::Type* klass_)
{
return reinterpret_cast<bool(*)(DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x4643BD4)(klass_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AttributeHelperEngine::GetDefaultExecutionOrderFor_5082(DLL2SDK::mscorlib::System::Type* klass_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x4643D74)(klass_);
}
void DLL2SDK::UnityEngine::UnityEngine::AttributeHelperEngine::_cctor_5084()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4643E4C)();
}
void DLL2SDK::UnityEngine::AOT::MonoPInvokeCallbackAttribute::_ctor_5078(DLL2SDK::mscorlib::System::Type* type_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::AOT::MonoPInvokeCallbackAttribute*, DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x4621734)(this, type_);
}
void DLL2SDK::UnityEngine::UnityEngine::Color32::_ctor_5074(uint8_t r_, uint8_t g_, uint8_t b_, uint8_t a_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Color32*, uint8_t, uint8_t, uint8_t, uint8_t)>(DLL2SDK::GameAssemblyBase + 0x4DC6384)(this, r_, g_, b_, a_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Color32::ToString_5077()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Color32*)>(DLL2SDK::GameAssemblyBase + 0x4DC67B0)(this);
}
DLL2SDK::mscorlib::System::Delegate* DLL2SDK::UnityEngine::UnityEngineInternal::ScriptingUtils::CreateDelegate_5073(DLL2SDK::mscorlib::System::Type* type_, DLL2SDK::mscorlib::System::Reflection::MethodInfo* methodInfo_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Delegate*(*)(DLL2SDK::mscorlib::System::Type*, DLL2SDK::mscorlib::System::Reflection::MethodInfo*)>(DLL2SDK::GameAssemblyBase + 0x4D770AC)(type_, methodInfo_);
}
void DLL2SDK::UnityEngine::UnityEngine::AssemblyIsEditorAssembly::_ctor_5072()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AssemblyIsEditorAssembly*)>(DLL2SDK::GameAssemblyBase + 0x4642180)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::WritableAttribute::_ctor_5071()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WritableAttribute*)>(DLL2SDK::GameAssemblyBase + 0x4D7626C)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 DLL2SDK::UnityEngine::UnityEngine::Matrix4x4::Inverse_1585(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 m_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4)>(DLL2SDK::GameAssemblyBase + 0x4AD8A28)(m_);
}
void DLL2SDK::UnityEngine::UnityEngine::Matrix4x4::INTERNAL_CALL_Inverse_1586(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4* m_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*)>(DLL2SDK::GameAssemblyBase + 0x4AD8B0C)(m_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 DLL2SDK::UnityEngine::UnityEngine::Matrix4x4::Transpose_1587(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 m_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4)>(DLL2SDK::GameAssemblyBase + 0x4AD8BAC)(m_);
}
void DLL2SDK::UnityEngine::UnityEngine::Matrix4x4::INTERNAL_CALL_Transpose_1588(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4* m_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*)>(DLL2SDK::GameAssemblyBase + 0x4AD8C90)(m_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 DLL2SDK::UnityEngine::UnityEngine::Matrix4x4::get_inverse_1589()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*)>(DLL2SDK::GameAssemblyBase + 0x4AD8E44)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 DLL2SDK::UnityEngine::UnityEngine::Matrix4x4::get_transpose_1590()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*)>(DLL2SDK::GameAssemblyBase + 0x4AD8F6C)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Matrix4x4::get_isIdentity_1591()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*)>(DLL2SDK::GameAssemblyBase + 0x4AD9018)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Matrix4x4::SetTRS_1592(DLL2SDK::UnityEngine::UnityEngine::Vector3 pos_, DLL2SDK::UnityEngine::UnityEngine::Quaternion q_, DLL2SDK::UnityEngine::UnityEngine::Vector3 s_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Quaternion, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4AD9180)(this, pos_, q_, s_);
}
DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 DLL2SDK::UnityEngine::UnityEngine::Matrix4x4::TRS_1593(DLL2SDK::UnityEngine::UnityEngine::Vector3 pos_, DLL2SDK::UnityEngine::UnityEngine::Quaternion q_, DLL2SDK::UnityEngine::UnityEngine::Vector3 s_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Quaternion, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4AD90B8)(pos_, q_, s_);
}
void DLL2SDK::UnityEngine::UnityEngine::Matrix4x4::INTERNAL_CALL_TRS_1594(DLL2SDK::UnityEngine::UnityEngine::Vector3* pos_, DLL2SDK::UnityEngine::UnityEngine::Quaternion* q_, DLL2SDK::UnityEngine::UnityEngine::Vector3* s_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*)>(DLL2SDK::GameAssemblyBase + 0x4AD921C)(pos_, q_, s_, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Matrix4x4::get_Item_1595(int32_t row_, int32_t column_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AD9458)(this, row_, column_);
}
void DLL2SDK::UnityEngine::UnityEngine::Matrix4x4::set_Item_1596(int32_t row_, int32_t column_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*, int32_t, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4AD95F4)(this, row_, column_, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Matrix4x4::get_Item_1597(int32_t index_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AD9604)(this, index_);
}
void DLL2SDK::UnityEngine::UnityEngine::Matrix4x4::set_Item_1598(int32_t index_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4AD960C)(this, index_, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Matrix4x4::GetHashCode_1599()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*)>(DLL2SDK::GameAssemblyBase + 0x4AD9770)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Matrix4x4::Equals_1600(DLL2SDK::mscorlib::System::Object* other_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4AD9A3C)(this, other_);
}
DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 DLL2SDK::UnityEngine::UnityEngine::Matrix4x4::op_Multiply_1601(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 lhs_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 rhs_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4)>(DLL2SDK::GameAssemblyBase + 0x4AD9A44)(lhs_, rhs_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector4 DLL2SDK::UnityEngine::UnityEngine::Matrix4x4::op_Multiply_1602(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 lhs_, DLL2SDK::UnityEngine::UnityEngine::Vector4 v_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector4(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4, DLL2SDK::UnityEngine::UnityEngine::Vector4)>(DLL2SDK::GameAssemblyBase + 0x4AD9ECC)(lhs_, v_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Matrix4x4::op_Equality_1603(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 lhs_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 rhs_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4)>(DLL2SDK::GameAssemblyBase + 0x4AD9FA0)(lhs_, rhs_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Matrix4x4::op_Inequality_1604(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 lhs_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 rhs_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4)>(DLL2SDK::GameAssemblyBase + 0x4ADA21C)(lhs_, rhs_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector4 DLL2SDK::UnityEngine::UnityEngine::Matrix4x4::GetColumn_1605(int32_t i_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector4(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4ADA310)(this, i_);
}
void DLL2SDK::UnityEngine::UnityEngine::Matrix4x4::SetColumn_1606(int32_t i_, DLL2SDK::UnityEngine::UnityEngine::Vector4 v_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Vector4)>(DLL2SDK::GameAssemblyBase + 0x4ADA380)(this, i_, v_);
}
void DLL2SDK::UnityEngine::UnityEngine::Matrix4x4::SetRow_1607(int32_t i_, DLL2SDK::UnityEngine::UnityEngine::Vector4 v_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Vector4)>(DLL2SDK::GameAssemblyBase + 0x4ADA3F4)(this, i_, v_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Matrix4x4::MultiplyPoint_1608(DLL2SDK::UnityEngine::UnityEngine::Vector3 v_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4ADA4EC)(this, v_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Matrix4x4::MultiplyPoint3x4_1609(DLL2SDK::UnityEngine::UnityEngine::Vector3 v_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4ADA5A4)(this, v_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Matrix4x4::MultiplyVector_1610(DLL2SDK::UnityEngine::UnityEngine::Vector3 v_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4ADA644)(this, v_);
}
DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 DLL2SDK::UnityEngine::UnityEngine::Matrix4x4::Scale_1611(DLL2SDK::UnityEngine::UnityEngine::Vector3 v_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4ADA668)(v_);
}
DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 DLL2SDK::UnityEngine::UnityEngine::Matrix4x4::get_zero_1612()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4(*)()>(DLL2SDK::GameAssemblyBase + 0x4ADA7B4)();
}
DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 DLL2SDK::UnityEngine::UnityEngine::Matrix4x4::get_identity_1613()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4(*)()>(DLL2SDK::GameAssemblyBase + 0x4ADA8D8)();
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Matrix4x4::ToString_1614()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*)>(DLL2SDK::GameAssemblyBase + 0x4ADB170)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Resolution::get_refreshRate_5069()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Resolution*)>(DLL2SDK::GameAssemblyBase + 0x4EA07E4)(this);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Resolution::ToString_5070()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Resolution*)>(DLL2SDK::GameAssemblyBase + 0x4EA09FC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::UnityException::_ctor_5065()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::UnityException*)>(DLL2SDK::GameAssemblyBase + 0x4D6EBF0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::UnityException::_ctor_5066(DLL2SDK::mscorlib::System::String* message_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::UnityException*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4D6748C)(this, message_);
}
void DLL2SDK::UnityEngine::UnityEngine::UnityException::_ctor_5067(DLL2SDK::mscorlib::System::String* message_, DLL2SDK::mscorlib::System::Exception* innerException_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::UnityException*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::Exception*)>(DLL2SDK::GameAssemblyBase + 0x4D6EC8C)(this, message_, innerException_);
}
void DLL2SDK::UnityEngine::UnityEngine::UnityException::_ctor_5068(DLL2SDK::mscorlib::System::Runtime::Serialization::SerializationInfo* info_, DLL2SDK::mscorlib::System::Runtime::Serialization::StreamingContext context_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::UnityException*, DLL2SDK::mscorlib::System::Runtime::Serialization::SerializationInfo*, DLL2SDK::mscorlib::System::Runtime::Serialization::StreamingContext)>(DLL2SDK::GameAssemblyBase + 0x4D6ECB8)(this, info_, context_);
}
void DLL2SDK::UnityEngine::UnityEngine::StackTraceUtility::SetProjectFolder_5058(DLL2SDK::mscorlib::System::String* folder_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4EAE81C)(folder_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::StackTraceUtility::ExtractStackTrace_5059()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)()>(DLL2SDK::GameAssemblyBase + 0x4EAE914)();
}
bool DLL2SDK::UnityEngine::UnityEngine::StackTraceUtility::IsSystemStacktraceType_5060(DLL2SDK::mscorlib::System::Object* name_)
{
return reinterpret_cast<bool(*)(DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4EAF628)(name_);
}
void DLL2SDK::UnityEngine::UnityEngine::StackTraceUtility::ExtractStringFromExceptionInternal_5061(DLL2SDK::mscorlib::System::Object* exceptiono_, DLL2SDK::mscorlib::System::String* message_, DLL2SDK::mscorlib::System::String* stackTrace_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::Object*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4EAF8C0)(exceptiono_, message_, stackTrace_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::StackTraceUtility::PostprocessStacktrace_5062(DLL2SDK::mscorlib::System::String* oldString_, bool stripEngineInternalInformation_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::mscorlib::System::String*, bool)>(DLL2SDK::GameAssemblyBase + 0x4EAFE84)(oldString_, stripEngineInternalInformation_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::StackTraceUtility::ExtractFormattedStackTrace_5063(DLL2SDK::mscorlib::System::Diagnostics::StackTrace* stackTrace_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::mscorlib::System::Diagnostics::StackTrace*)>(DLL2SDK::GameAssemblyBase + 0x4EAE9FC)(stackTrace_);
}
void DLL2SDK::UnityEngine::UnityEngine::StackTraceUtility::_cctor_5064()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB0744)();
}
DLL2SDK::mscorlib::System::DateTime DLL2SDK::UnityEngine::UnityEngine::SystemClock::get_now_5047()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::DateTime(*)()>(DLL2SDK::GameAssemblyBase + 0x4EAC32C)();
}
void DLL2SDK::UnityEngine::UnityEngine::SystemClock::_cctor_5048()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB19B0)();
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::UnityString::Format_5046(DLL2SDK::mscorlib::System::String* fmt_, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>* args_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>*)>(DLL2SDK::GameAssemblyBase + 0x4D5C9FC)(fmt_, args_);
}
void DLL2SDK::UnityEngine::UnityEngineInternal::MathfInternal::_cctor_4999()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4D76F58)();
}
void DLL2SDK::UnityEngine::UnityEngine::StreamedFileAssetStream::_ctor_4985(DLL2SDK::UnityEngine::UnityEngine::StreamedFileAsset* streamedFileAsset_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::StreamedFileAssetStream*, DLL2SDK::UnityEngine::UnityEngine::StreamedFileAsset*)>(DLL2SDK::GameAssemblyBase + 0x4EB0E30)(this, streamedFileAsset_);
}
void DLL2SDK::UnityEngine::UnityEngine::StreamedFileAssetStream::Dispose_4986(bool disposing_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::StreamedFileAssetStream*, bool, void*)>(Data.methodPtr)(this, disposing_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::StreamedFileAssetStream::ThrowIfDisposed_4987()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::StreamedFileAssetStream*)>(DLL2SDK::GameAssemblyBase + 0x4EB105C)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::StreamedFileAssetStream::get_CanRead_4988()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::StreamedFileAssetStream*, void*)>(Data.methodPtr)(this, Data.method);
}
bool DLL2SDK::UnityEngine::UnityEngine::StreamedFileAssetStream::get_CanSeek_4989()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[6];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::StreamedFileAssetStream*, void*)>(Data.methodPtr)(this, Data.method);
}
bool DLL2SDK::UnityEngine::UnityEngine::StreamedFileAssetStream::get_CanWrite_4990()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::StreamedFileAssetStream*, void*)>(Data.methodPtr)(this, Data.method);
}
int64_t DLL2SDK::UnityEngine::UnityEngine::StreamedFileAssetStream::get_Length_4991()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[8];
return reinterpret_cast<int64_t(*)(DLL2SDK::UnityEngine::UnityEngine::StreamedFileAssetStream*, void*)>(Data.methodPtr)(this, Data.method);
}
int64_t DLL2SDK::UnityEngine::UnityEngine::StreamedFileAssetStream::get_Position_4992()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[9];
return reinterpret_cast<int64_t(*)(DLL2SDK::UnityEngine::UnityEngine::StreamedFileAssetStream*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::StreamedFileAssetStream::set_Position_4993(int64_t value_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[10];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::StreamedFileAssetStream*, int64_t, void*)>(Data.methodPtr)(this, value_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::StreamedFileAssetStream::Flush_4994()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[15];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::StreamedFileAssetStream*, void*)>(Data.methodPtr)(this, Data.method);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::StreamedFileAssetStream::Read_4995(DLL2SDK::Array<uint8_t>* buffer_, int32_t offset_, int32_t count_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[16];
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::StreamedFileAssetStream*, DLL2SDK::Array<uint8_t>*, int32_t, int32_t, void*)>(Data.methodPtr)(this, buffer_, offset_, count_, Data.method);
}
int64_t DLL2SDK::UnityEngine::UnityEngine::StreamedFileAssetStream::Seek_4996(int64_t offset_, DLL2SDK::mscorlib::System::IO::SeekOrigin origin_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[18];
return reinterpret_cast<int64_t(*)(DLL2SDK::UnityEngine::UnityEngine::StreamedFileAssetStream*, int64_t, DLL2SDK::mscorlib::System::IO::SeekOrigin, void*)>(Data.methodPtr)(this, offset_, origin_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::StreamedFileAssetStream::SetLength_4997(int64_t value_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[19];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::StreamedFileAssetStream*, int64_t, void*)>(Data.methodPtr)(this, value_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::StreamedFileAssetStream::Write_4998(DLL2SDK::Array<uint8_t>* buffer_, int32_t offset_, int32_t count_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[20];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::StreamedFileAssetStream*, DLL2SDK::Array<uint8_t>*, int32_t, int32_t, void*)>(Data.methodPtr)(this, buffer_, offset_, count_, Data.method);
}
DLL2SDK::UnityEngine::UnityEngine::Mesh* DLL2SDK::UnityEngine::UnityEngine::CombineInstance::get_mesh_4981()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Mesh*(*)(DLL2SDK::UnityEngine::UnityEngine::CombineInstance*)>(DLL2SDK::GameAssemblyBase + 0x4DC6C00)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::CombineInstance::set_mesh_4982(DLL2SDK::UnityEngine::UnityEngine::Mesh* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CombineInstance*, DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4DC6CEC)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::CombineInstance::set_subMeshIndex_4983(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CombineInstance*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DC6CFC)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::CombineInstance::set_transform_4984(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CombineInstance*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4)>(DLL2SDK::GameAssemblyBase + 0x4DC6D70)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::BoneWeight::get_weight0_4966()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::BoneWeight*)>(DLL2SDK::GameAssemblyBase + 0x4645D58)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::BoneWeight::set_weight0_4967(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::BoneWeight*, float)>(DLL2SDK::GameAssemblyBase + 0x4645D68)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::BoneWeight::get_weight1_4968()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::BoneWeight*)>(DLL2SDK::GameAssemblyBase + 0x4645D78)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::BoneWeight::get_weight2_4969()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::BoneWeight*)>(DLL2SDK::GameAssemblyBase + 0x4645D88)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::BoneWeight::get_weight3_4970()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::BoneWeight*)>(DLL2SDK::GameAssemblyBase + 0x4645D98)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::BoneWeight::get_boneIndex0_4971()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::BoneWeight*)>(DLL2SDK::GameAssemblyBase + 0x4645DA8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::BoneWeight::set_boneIndex0_4972(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::BoneWeight*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4645DB8)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::BoneWeight::get_boneIndex1_4973()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::BoneWeight*)>(DLL2SDK::GameAssemblyBase + 0x4645DC8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::BoneWeight::set_boneIndex1_4974(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::BoneWeight*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4645DD8)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::BoneWeight::get_boneIndex2_4975()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::BoneWeight*)>(DLL2SDK::GameAssemblyBase + 0x4645DE8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::BoneWeight::set_boneIndex2_4976(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::BoneWeight*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4645DF8)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::BoneWeight::get_boneIndex3_4977()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::BoneWeight*)>(DLL2SDK::GameAssemblyBase + 0x4645E08)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::BoneWeight::set_boneIndex3_4978(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::BoneWeight*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4645E18)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::BoneWeight::GetHashCode_4979()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::BoneWeight*)>(DLL2SDK::GameAssemblyBase + 0x4645F0C)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::BoneWeight::Equals_4980(DLL2SDK::mscorlib::System::Object* other_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::BoneWeight*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x464610C)(this, other_);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::UnityEvent::_ctor_4905()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::UnityEvent*)>(DLL2SDK::GameAssemblyBase + 0x4DD2010)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::UnityEvent::AddListener_4906(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction* call_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::UnityEvent*, DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction*)>(DLL2SDK::GameAssemblyBase + 0x4DD21A0)(this, call_);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::UnityEvent::RemoveListener_4907(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction* call_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::UnityEvent*, DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction*)>(DLL2SDK::GameAssemblyBase + 0x4DD2284)(this, call_);
}
DLL2SDK::mscorlib::System::Reflection::MethodInfo* DLL2SDK::UnityEngine::UnityEngine::Events::UnityEvent::FindMethod_Impl_4908(DLL2SDK::mscorlib::System::String* name_, DLL2SDK::mscorlib::System::Object* targetObj_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[6];
return reinterpret_cast<DLL2SDK::mscorlib::System::Reflection::MethodInfo*(*)(DLL2SDK::UnityEngine::UnityEngine::Events::UnityEvent*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, name_, targetObj_, Data.method);
}
DLL2SDK::UnityEngine::UnityEngine::Events::BaseInvokableCall* DLL2SDK::UnityEngine::UnityEngine::Events::UnityEvent::GetDelegate_4909(DLL2SDK::mscorlib::System::Object* target_, DLL2SDK::mscorlib::System::Reflection::MethodInfo* theFunction_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Events::BaseInvokableCall*(*)(DLL2SDK::UnityEngine::UnityEngine::Events::UnityEvent*, DLL2SDK::mscorlib::System::Object*, DLL2SDK::mscorlib::System::Reflection::MethodInfo*, void*)>(Data.methodPtr)(this, target_, theFunction_, Data.method);
}
DLL2SDK::UnityEngine::UnityEngine::Events::BaseInvokableCall* DLL2SDK::UnityEngine::UnityEngine::Events::UnityEvent::GetDelegate_4910(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction* action_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Events::BaseInvokableCall*(*)(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction*)>(DLL2SDK::GameAssemblyBase + 0x4DD21C0)(action_);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::UnityEvent::Invoke_4911()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::UnityEvent*)>(DLL2SDK::GameAssemblyBase + 0x4DD268C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction::_ctor_4901(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4DD1FC4)(this, object_, method_);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction::Invoke_4902()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction::BeginInvoke_4903(DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<DLL2SDK::mscorlib::System::IAsyncResult*(*)(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction*, DLL2SDK::mscorlib::System::AsyncCallback*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, callback_, object_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction::EndInvoke_4904(DLL2SDK::mscorlib::System::IAsyncResult* result_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction*, DLL2SDK::mscorlib::System::IAsyncResult*, void*)>(Data.methodPtr)(this, result_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Object::_ctor_1038()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Object*)>(DLL2SDK::GameAssemblyBase + 0x4AD3D64)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Object* DLL2SDK::UnityEngine::UnityEngine::Object::Internal_CloneSingle_1039(DLL2SDK::UnityEngine::UnityEngine::Object* data_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Object*(*)(DLL2SDK::UnityEngine::UnityEngine::Object*)>(DLL2SDK::GameAssemblyBase + 0x4AE33F4)(data_);
}
DLL2SDK::UnityEngine::UnityEngine::Object* DLL2SDK::UnityEngine::UnityEngine::Object::Internal_CloneSingleWithParent_1040(DLL2SDK::UnityEngine::UnityEngine::Object* data_, DLL2SDK::UnityEngine::UnityEngine::Transform* parent_, bool worldPositionStays_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Object*(*)(DLL2SDK::UnityEngine::UnityEngine::Object*, DLL2SDK::UnityEngine::UnityEngine::Transform*, bool)>(DLL2SDK::GameAssemblyBase + 0x4AE348C)(data_, parent_, worldPositionStays_);
}
DLL2SDK::UnityEngine::UnityEngine::Object* DLL2SDK::UnityEngine::UnityEngine::Object::Internal_InstantiateSingle_1041(DLL2SDK::UnityEngine::UnityEngine::Object* data_, DLL2SDK::UnityEngine::UnityEngine::Vector3 pos_, DLL2SDK::UnityEngine::UnityEngine::Quaternion rot_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Object*(*)(DLL2SDK::UnityEngine::UnityEngine::Object*, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Quaternion)>(DLL2SDK::GameAssemblyBase + 0x4AE3534)(data_, pos_, rot_);
}
DLL2SDK::UnityEngine::UnityEngine::Object* DLL2SDK::UnityEngine::UnityEngine::Object::INTERNAL_CALL_Internal_InstantiateSingle_1042(DLL2SDK::UnityEngine::UnityEngine::Object* data_, DLL2SDK::UnityEngine::UnityEngine::Vector3* pos_, DLL2SDK::UnityEngine::UnityEngine::Quaternion* rot_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Object*(*)(DLL2SDK::UnityEngine::UnityEngine::Object*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4AE3604)(data_, pos_, rot_);
}
DLL2SDK::UnityEngine::UnityEngine::Object* DLL2SDK::UnityEngine::UnityEngine::Object::Internal_InstantiateSingleWithParent_1043(DLL2SDK::UnityEngine::UnityEngine::Object* data_, DLL2SDK::UnityEngine::UnityEngine::Transform* parent_, DLL2SDK::UnityEngine::UnityEngine::Vector3 pos_, DLL2SDK::UnityEngine::UnityEngine::Quaternion rot_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Object*(*)(DLL2SDK::UnityEngine::UnityEngine::Object*, DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Quaternion)>(DLL2SDK::GameAssemblyBase + 0x4AE36AC)(data_, parent_, pos_, rot_);
}
DLL2SDK::UnityEngine::UnityEngine::Object* DLL2SDK::UnityEngine::UnityEngine::Object::INTERNAL_CALL_Internal_InstantiateSingleWithParent_1044(DLL2SDK::UnityEngine::UnityEngine::Object* data_, DLL2SDK::UnityEngine::UnityEngine::Transform* parent_, DLL2SDK::UnityEngine::UnityEngine::Vector3* pos_, DLL2SDK::UnityEngine::UnityEngine::Quaternion* rot_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Object*(*)(DLL2SDK::UnityEngine::UnityEngine::Object*, DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4AE3794)(data_, parent_, pos_, rot_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Object::GetOffsetOfInstanceIDInCPlusPlusObject_1045()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4AE3844)();
}
void DLL2SDK::UnityEngine::UnityEngine::Object::EnsureRunningOnMainThread_1046()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Object*)>(DLL2SDK::GameAssemblyBase + 0x4AE38D4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Object::Destroy_1047(DLL2SDK::UnityEngine::UnityEngine::Object* obj_, float t_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Object*, float)>(DLL2SDK::GameAssemblyBase + 0x4AE396C)(obj_, t_);
}
void DLL2SDK::UnityEngine::UnityEngine::Object::Destroy_1048(DLL2SDK::UnityEngine::UnityEngine::Object* obj_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Object*)>(DLL2SDK::GameAssemblyBase + 0x4AE3A0C)(obj_);
}
void DLL2SDK::UnityEngine::UnityEngine::Object::DestroyImmediate_1049(DLL2SDK::UnityEngine::UnityEngine::Object* obj_, bool allowDestroyingAssets_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Object*, bool)>(DLL2SDK::GameAssemblyBase + 0x4AE3AB0)(obj_, allowDestroyingAssets_);
}
void DLL2SDK::UnityEngine::UnityEngine::Object::DestroyImmediate_1050(DLL2SDK::UnityEngine::UnityEngine::Object* obj_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Object*)>(DLL2SDK::GameAssemblyBase + 0x4AE3B50)(obj_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Object*>* DLL2SDK::UnityEngine::UnityEngine::Object::FindObjectsOfType_1051(DLL2SDK::mscorlib::System::Type* type_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Object*>*(*)(DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x4AE3BF4)(type_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Object::get_name_1052()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Object*)>(DLL2SDK::GameAssemblyBase + 0x4AE3C8C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Object::set_name_1053(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Object*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AE3D24)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Object::DontDestroyOnLoad_1054(DLL2SDK::UnityEngine::UnityEngine::Object* target_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Object*)>(DLL2SDK::GameAssemblyBase + 0x4AE3DC4)(target_);
}
DLL2SDK::UnityEngine::UnityEngine::HideFlags DLL2SDK::UnityEngine::UnityEngine::Object::get_hideFlags_1055()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::HideFlags(*)(DLL2SDK::UnityEngine::UnityEngine::Object*)>(DLL2SDK::GameAssemblyBase + 0x4AE3E5C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Object::set_hideFlags_1056(DLL2SDK::UnityEngine::UnityEngine::HideFlags value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Object*, DLL2SDK::UnityEngine::UnityEngine::HideFlags)>(DLL2SDK::GameAssemblyBase + 0x4AE07D0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Object::DestroyObject_1057(DLL2SDK::UnityEngine::UnityEngine::Object* obj_, float t_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Object*, float)>(DLL2SDK::GameAssemblyBase + 0x4AE3EF4)(obj_, t_);
}
void DLL2SDK::UnityEngine::UnityEngine::Object::DestroyObject_1058(DLL2SDK::UnityEngine::UnityEngine::Object* obj_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Object*)>(DLL2SDK::GameAssemblyBase + 0x4AE3F94)(obj_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Object*>* DLL2SDK::UnityEngine::UnityEngine::Object::FindSceneObjectsOfType_1059(DLL2SDK::mscorlib::System::Type* type_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Object*>*(*)(DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x4AE4038)(type_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Object*>* DLL2SDK::UnityEngine::UnityEngine::Object::FindObjectsOfTypeIncludingAssets_1060(DLL2SDK::mscorlib::System::Type* type_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Object*>*(*)(DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x4AE40D0)(type_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Object::ToString_1061()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[3];
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Object*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::UnityEngine::UnityEngine::Object* DLL2SDK::UnityEngine::UnityEngine::Object::InstanceIDToObject_1062(int32_t instanceID_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Object*(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AE4200)(instanceID_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Object::DoesObjectWithInstanceIDExist_1063(int32_t instanceID_)
{
return reinterpret_cast<bool(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AE4298)(instanceID_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Object::get_nameWithCache_1064()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Object*)>(DLL2SDK::GameAssemblyBase + 0x4AE4330)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Object::set_nameWithCache_1065(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Object*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AE43C8)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Object::GetInstanceID_1066()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Object*)>(DLL2SDK::GameAssemblyBase + 0x4AE4468)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Object::GetHashCode_1067()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[2];
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Object*, void*)>(Data.methodPtr)(this, Data.method);
}
bool DLL2SDK::UnityEngine::UnityEngine::Object::Equals_1068(DLL2SDK::mscorlib::System::Object* other_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[0];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Object*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, other_, Data.method);
}
bool DLL2SDK::UnityEngine::UnityEngine::Object::CompareBaseObjects_1070(DLL2SDK::UnityEngine::UnityEngine::Object* lhs_, DLL2SDK::UnityEngine::UnityEngine::Object* rhs_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Object*, DLL2SDK::UnityEngine::UnityEngine::Object*)>(DLL2SDK::GameAssemblyBase + 0x4AE47AC)(lhs_, rhs_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Object::IsNativeObjectAlive_1071(DLL2SDK::UnityEngine::UnityEngine::Object* o_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Object*)>(DLL2SDK::GameAssemblyBase + 0x4AE496C)(o_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::Object::GetCachedPtr_1072()
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::UnityEngine::UnityEngine::Object*)>(DLL2SDK::GameAssemblyBase + 0x4AE4A14)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Object* DLL2SDK::UnityEngine::UnityEngine::Object::Instantiate_1073(DLL2SDK::UnityEngine::UnityEngine::Object* original_, DLL2SDK::UnityEngine::UnityEngine::Vector3 position_, DLL2SDK::UnityEngine::UnityEngine::Quaternion rotation_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Object*(*)(DLL2SDK::UnityEngine::UnityEngine::Object*, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Quaternion)>(DLL2SDK::GameAssemblyBase + 0x4AE4A1C)(original_, position_, rotation_);
}
DLL2SDK::UnityEngine::UnityEngine::Object* DLL2SDK::UnityEngine::UnityEngine::Object::Instantiate_1074(DLL2SDK::UnityEngine::UnityEngine::Object* original_, DLL2SDK::UnityEngine::UnityEngine::Vector3 position_, DLL2SDK::UnityEngine::UnityEngine::Quaternion rotation_, DLL2SDK::UnityEngine::UnityEngine::Transform* parent_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Object*(*)(DLL2SDK::UnityEngine::UnityEngine::Object*, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Quaternion, DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4AE4C80)(original_, position_, rotation_, parent_);
}
DLL2SDK::UnityEngine::UnityEngine::Object* DLL2SDK::UnityEngine::UnityEngine::Object::Instantiate_1075(DLL2SDK::UnityEngine::UnityEngine::Object* original_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Object*(*)(DLL2SDK::UnityEngine::UnityEngine::Object*)>(DLL2SDK::GameAssemblyBase + 0x4AE4E2C)(original_);
}
DLL2SDK::UnityEngine::UnityEngine::Object* DLL2SDK::UnityEngine::UnityEngine::Object::Instantiate_1076(DLL2SDK::UnityEngine::UnityEngine::Object* original_, DLL2SDK::UnityEngine::UnityEngine::Transform* parent_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Object*(*)(DLL2SDK::UnityEngine::UnityEngine::Object*, DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4AE4EF0)(original_, parent_);
}
DLL2SDK::UnityEngine::UnityEngine::Object* DLL2SDK::UnityEngine::UnityEngine::Object::Instantiate_1077(DLL2SDK::UnityEngine::UnityEngine::Object* original_, DLL2SDK::UnityEngine::UnityEngine::Transform* parent_, bool instantiateInWorldSpace_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Object*(*)(DLL2SDK::UnityEngine::UnityEngine::Object*, DLL2SDK::UnityEngine::UnityEngine::Transform*, bool)>(DLL2SDK::GameAssemblyBase + 0x4AE4FA4)(original_, parent_, instantiateInWorldSpace_);
}
void DLL2SDK::UnityEngine::UnityEngine::Object::CheckNullArgument_1085(DLL2SDK::mscorlib::System::Object* arg_, DLL2SDK::mscorlib::System::String* message_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::Object*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AE4BD8)(arg_, message_);
}
DLL2SDK::UnityEngine::UnityEngine::Object* DLL2SDK::UnityEngine::UnityEngine::Object::FindObjectOfType_1086(DLL2SDK::mscorlib::System::Type* type_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Object*(*)(DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x4AE50FC)(type_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Object::op_Equality_1087(DLL2SDK::UnityEngine::UnityEngine::Object* x_, DLL2SDK::UnityEngine::UnityEngine::Object* y_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Object*, DLL2SDK::UnityEngine::UnityEngine::Object*)>(DLL2SDK::GameAssemblyBase + 0x4AD6990)(x_, y_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Object::op_Inequality_1088(DLL2SDK::UnityEngine::UnityEngine::Object* x_, DLL2SDK::UnityEngine::UnityEngine::Object* y_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Object*, DLL2SDK::UnityEngine::UnityEngine::Object*)>(DLL2SDK::GameAssemblyBase + 0x4AE51C4)(x_, y_);
}
void DLL2SDK::UnityEngine::UnityEngine::Object::_cctor_1089()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4AE5270)();
}
void DLL2SDK::UnityEngine::UnityEngine::Component::_ctor_104()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Component*)>(DLL2SDK::GameAssemblyBase + 0x4DC3E08)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Transform* DLL2SDK::UnityEngine::UnityEngine::Component::get_transform_105()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Transform*(*)(DLL2SDK::UnityEngine::UnityEngine::Component*)>(DLL2SDK::GameAssemblyBase + 0x4DC4968)(this);
}
DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine::UnityEngine::Component::get_gameObject_106()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GameObject*(*)(DLL2SDK::UnityEngine::UnityEngine::Component*)>(DLL2SDK::GameAssemblyBase + 0x4DC4AD4)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Component* DLL2SDK::UnityEngine::UnityEngine::Component::GetComponent_107(DLL2SDK::mscorlib::System::Type* type_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Component*(*)(DLL2SDK::UnityEngine::UnityEngine::Component*, DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x4DC6F78)(this, type_);
}
void DLL2SDK::UnityEngine::UnityEngine::Component::GetComponentFastPath_108(DLL2SDK::mscorlib::System::Type* type_, intptr_t oneFurtherThanResultValue_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Component*, DLL2SDK::mscorlib::System::Type*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4DC6FAC)(this, type_, oneFurtherThanResultValue_);
}
DLL2SDK::UnityEngine::UnityEngine::Component* DLL2SDK::UnityEngine::UnityEngine::Component::GetComponent_110(DLL2SDK::mscorlib::System::String* type_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Component*(*)(DLL2SDK::UnityEngine::UnityEngine::Component*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DC7054)(this, type_);
}
DLL2SDK::UnityEngine::UnityEngine::Component* DLL2SDK::UnityEngine::UnityEngine::Component::GetComponentInChildren_111(DLL2SDK::mscorlib::System::Type* t_, bool includeInactive_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Component*(*)(DLL2SDK::UnityEngine::UnityEngine::Component*, DLL2SDK::mscorlib::System::Type*, bool)>(DLL2SDK::GameAssemblyBase + 0x4DC70F4)(this, t_, includeInactive_);
}
DLL2SDK::UnityEngine::UnityEngine::Component* DLL2SDK::UnityEngine::UnityEngine::Component::GetComponentInChildren_112(DLL2SDK::mscorlib::System::Type* t_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Component*(*)(DLL2SDK::UnityEngine::UnityEngine::Component*, DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x4DC7130)(this, t_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Component*>* DLL2SDK::UnityEngine::UnityEngine::Component::GetComponentsInChildren_115(DLL2SDK::mscorlib::System::Type* t_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Component*>*(*)(DLL2SDK::UnityEngine::UnityEngine::Component*, DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x4DC7138)(this, t_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Component*>* DLL2SDK::UnityEngine::UnityEngine::Component::GetComponentsInChildren_116(DLL2SDK::mscorlib::System::Type* t_, bool includeInactive_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Component*>*(*)(DLL2SDK::UnityEngine::UnityEngine::Component*, DLL2SDK::mscorlib::System::Type*, bool)>(DLL2SDK::GameAssemblyBase + 0x4DC7140)(this, t_, includeInactive_);
}
DLL2SDK::UnityEngine::UnityEngine::Component* DLL2SDK::UnityEngine::UnityEngine::Component::GetComponentInParent_121(DLL2SDK::mscorlib::System::Type* t_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Component*(*)(DLL2SDK::UnityEngine::UnityEngine::Component*, DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x4DC717C)(this, t_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Component*>* DLL2SDK::UnityEngine::UnityEngine::Component::GetComponentsInParent_123(DLL2SDK::mscorlib::System::Type* t_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Component*>*(*)(DLL2SDK::UnityEngine::UnityEngine::Component*, DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x4DC71B0)(this, t_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Component*>* DLL2SDK::UnityEngine::UnityEngine::Component::GetComponentsInParent_124(DLL2SDK::mscorlib::System::Type* t_, bool includeInactive_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Component*>*(*)(DLL2SDK::UnityEngine::UnityEngine::Component*, DLL2SDK::mscorlib::System::Type*, bool)>(DLL2SDK::GameAssemblyBase + 0x4DC71B8)(this, t_, includeInactive_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Component*>* DLL2SDK::UnityEngine::UnityEngine::Component::GetComponents_128(DLL2SDK::mscorlib::System::Type* type_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Component*>*(*)(DLL2SDK::UnityEngine::UnityEngine::Component*, DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x4DC71F4)(this, type_);
}
void DLL2SDK::UnityEngine::UnityEngine::Component::GetComponentsForListInternal_129(DLL2SDK::mscorlib::System::Type* searchType_, DLL2SDK::mscorlib::System::Object* resultList_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Component*, DLL2SDK::mscorlib::System::Type*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4DC7228)(this, searchType_, resultList_);
}
void DLL2SDK::UnityEngine::UnityEngine::Component::GetComponents_130(DLL2SDK::mscorlib::System::Type* type_, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Component*>* results_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Component*, DLL2SDK::mscorlib::System::Type*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Component*>*)>(DLL2SDK::GameAssemblyBase + 0x4DC72D0)(this, type_, results_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Component::get_tag_132()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Component*)>(DLL2SDK::GameAssemblyBase + 0x4DC72D4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Component::set_tag_133(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Component*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DC7300)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Component::CompareTag_135(DLL2SDK::mscorlib::System::String* tag_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Component*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DC7334)(this, tag_);
}
void DLL2SDK::UnityEngine::UnityEngine::Component::SendMessageUpwards_136(DLL2SDK::mscorlib::System::String* methodName_, DLL2SDK::mscorlib::System::Object* value_, DLL2SDK::UnityEngine::UnityEngine::SendMessageOptions options_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Component*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::Object*, DLL2SDK::UnityEngine::UnityEngine::SendMessageOptions)>(DLL2SDK::GameAssemblyBase + 0x4DC73D4)(this, methodName_, value_, options_);
}
void DLL2SDK::UnityEngine::UnityEngine::Component::SendMessageUpwards_137(DLL2SDK::mscorlib::System::String* methodName_, DLL2SDK::mscorlib::System::Object* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Component*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4DC7484)(this, methodName_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Component::SendMessageUpwards_138(DLL2SDK::mscorlib::System::String* methodName_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Component*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DC74A0)(this, methodName_);
}
void DLL2SDK::UnityEngine::UnityEngine::Component::SendMessageUpwards_139(DLL2SDK::mscorlib::System::String* methodName_, DLL2SDK::UnityEngine::UnityEngine::SendMessageOptions options_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Component*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::SendMessageOptions)>(DLL2SDK::GameAssemblyBase + 0x4DC74C0)(this, methodName_, options_);
}
void DLL2SDK::UnityEngine::UnityEngine::Component::SendMessage_140(DLL2SDK::mscorlib::System::String* methodName_, DLL2SDK::mscorlib::System::Object* value_, DLL2SDK::UnityEngine::UnityEngine::SendMessageOptions options_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Component*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::Object*, DLL2SDK::UnityEngine::UnityEngine::SendMessageOptions)>(DLL2SDK::GameAssemblyBase + 0x4DC74E0)(this, methodName_, value_, options_);
}
void DLL2SDK::UnityEngine::UnityEngine::Component::SendMessage_141(DLL2SDK::mscorlib::System::String* methodName_, DLL2SDK::mscorlib::System::Object* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Component*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4DC7590)(this, methodName_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Component::SendMessage_142(DLL2SDK::mscorlib::System::String* methodName_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Component*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DC75AC)(this, methodName_);
}
void DLL2SDK::UnityEngine::UnityEngine::Component::SendMessage_143(DLL2SDK::mscorlib::System::String* methodName_, DLL2SDK::UnityEngine::UnityEngine::SendMessageOptions options_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Component*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::SendMessageOptions)>(DLL2SDK::GameAssemblyBase + 0x4DC75CC)(this, methodName_, options_);
}
void DLL2SDK::UnityEngine::UnityEngine::Component::BroadcastMessage_144(DLL2SDK::mscorlib::System::String* methodName_, DLL2SDK::mscorlib::System::Object* parameter_, DLL2SDK::UnityEngine::UnityEngine::SendMessageOptions options_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Component*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::Object*, DLL2SDK::UnityEngine::UnityEngine::SendMessageOptions)>(DLL2SDK::GameAssemblyBase + 0x4DC75EC)(this, methodName_, parameter_, options_);
}
void DLL2SDK::UnityEngine::UnityEngine::Component::BroadcastMessage_145(DLL2SDK::mscorlib::System::String* methodName_, DLL2SDK::mscorlib::System::Object* parameter_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Component*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4DC769C)(this, methodName_, parameter_);
}
void DLL2SDK::UnityEngine::UnityEngine::Component::BroadcastMessage_146(DLL2SDK::mscorlib::System::String* methodName_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Component*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DC76B8)(this, methodName_);
}
void DLL2SDK::UnityEngine::UnityEngine::Component::BroadcastMessage_147(DLL2SDK::mscorlib::System::String* methodName_, DLL2SDK::UnityEngine::UnityEngine::SendMessageOptions options_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Component*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::SendMessageOptions)>(DLL2SDK::GameAssemblyBase + 0x4DC76D8)(this, methodName_, options_);
}
void DLL2SDK::UnityEngine::UnityEngine::RemoteSettings::CallOnUpdate_4877()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4AF5A28)();
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::JsonUtility::ToJson_4873(DLL2SDK::mscorlib::System::Object* obj_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4732804)(obj_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::JsonUtility::ToJson_4874(DLL2SDK::mscorlib::System::Object* obj_, bool prettyPrint_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::mscorlib::System::Object*, bool)>(DLL2SDK::GameAssemblyBase + 0x473280C)(obj_, prettyPrint_);
}
DLL2SDK::mscorlib::System::Object* DLL2SDK::UnityEngine::UnityEngine::JsonUtility::FromJson_4876(DLL2SDK::mscorlib::System::String* json_, DLL2SDK::mscorlib::System::Type* type_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Object*(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x47328AC)(json_, type_);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandler::_ctor_4854()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandler*)>(DLL2SDK::GameAssemblyBase + 0x4ADFD98)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandler::InternalCreateBuffer_4855()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandler*)>(DLL2SDK::GameAssemblyBase + 0x4ADFDA0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandler::InternalDestroy_4856()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandler*)>(DLL2SDK::GameAssemblyBase + 0x4ADFE38)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandler::Finalize_4857()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[1];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandler*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandler::Dispose_4858()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandler*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::Array<uint8_t>* DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandler::get_data_4859()
{
return reinterpret_cast<DLL2SDK::Array<uint8_t>*(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandler*)>(DLL2SDK::GameAssemblyBase + 0x4ADFF58)(this);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandler::get_text_4860()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandler*)>(DLL2SDK::GameAssemblyBase + 0x4ADFF68)(this);
}
DLL2SDK::Array<uint8_t>* DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandler::GetData_4861()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<DLL2SDK::Array<uint8_t>*(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandler*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandler::GetText_4862()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[6];
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandler*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandlerBuffer::_ctor_4863()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandlerBuffer*)>(DLL2SDK::GameAssemblyBase + 0x4AE0304)(this);
}
DLL2SDK::Array<uint8_t>* DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandlerBuffer::GetData_4864()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<DLL2SDK::Array<uint8_t>*(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandlerBuffer*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandlerBuffer::GetText_4865()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[6];
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandlerBuffer*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::Array<uint8_t>* DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandlerBuffer::InternalGetData_4866()
{
return reinterpret_cast<DLL2SDK::Array<uint8_t>*(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandlerBuffer*)>(DLL2SDK::GameAssemblyBase + 0x4AE0328)(this);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandlerBuffer::InternalGetText_4867()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandlerBuffer*)>(DLL2SDK::GameAssemblyBase + 0x4AE03C4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::UploadHandler::_ctor_4844()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UploadHandler*)>(DLL2SDK::GameAssemblyBase + 0x4AE2DAC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::UploadHandler::InternalCreateRaw_4845(DLL2SDK::Array<uint8_t>* data_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UploadHandler*, DLL2SDK::Array<uint8_t>*)>(DLL2SDK::GameAssemblyBase + 0x4AE2DB4)(this, data_);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::UploadHandler::InternalDestroy_4846()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UploadHandler*)>(DLL2SDK::GameAssemblyBase + 0x4AE2E54)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::UploadHandler::Finalize_4847()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[1];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UploadHandler*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::UploadHandler::Dispose_4848()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UploadHandler*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::UploadHandler::set_contentType_4849(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UploadHandler*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AE2F50)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::UploadHandler::SetContentType_4850(DLL2SDK::mscorlib::System::String* newContentType_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UploadHandler*, DLL2SDK::mscorlib::System::String*, void*)>(Data.methodPtr)(this, newContentType_, Data.method);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngineInternal::WebRequestUtils::RedirectTo_4841(DLL2SDK::mscorlib::System::String* baseUri_, DLL2SDK::mscorlib::System::String* redirectUri_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4D771A8)(baseUri_, redirectUri_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngineInternal::WebRequestUtils::MakeInitialUrl_4842(DLL2SDK::mscorlib::System::String* targetUrl_, DLL2SDK::mscorlib::System::String* localUrl_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4D772F0)(targetUrl_, localUrl_);
}
void DLL2SDK::UnityEngine::UnityEngineInternal::WebRequestUtils::_cctor_4843()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4D77804)();
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::_ctor_4803(DLL2SDK::mscorlib::System::String* url_, DLL2SDK::mscorlib::System::String* method_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AE1710)(this, url_, method_);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::_ctor_4804(DLL2SDK::mscorlib::System::String* url_, DLL2SDK::mscorlib::System::String* method_, DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandler* downloadHandler_, DLL2SDK::UnityEngine::UnityEngine::Networking::UploadHandler* uploadHandler_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandler*, DLL2SDK::UnityEngine::UnityEngine::Networking::UploadHandler*)>(DLL2SDK::GameAssemblyBase + 0x4AE1BE0)(this, url_, method_, downloadHandler_, uploadHandler_);
}
DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest* DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::Get_4805(DLL2SDK::mscorlib::System::String* uri_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AE1D84)(uri_);
}
DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest* DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::Head_4806(DLL2SDK::mscorlib::System::String* uri_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AE1E64)(uri_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::get_disposeDownloadHandlerOnDispose_4807()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*)>(DLL2SDK::GameAssemblyBase + 0x4AE1F08)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::set_disposeDownloadHandlerOnDispose_4808(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*, bool)>(DLL2SDK::GameAssemblyBase + 0x4AE1F10)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::get_disposeUploadHandlerOnDispose_4809()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*)>(DLL2SDK::GameAssemblyBase + 0x4AE1F18)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::set_disposeUploadHandlerOnDispose_4810(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*, bool)>(DLL2SDK::GameAssemblyBase + 0x4AE1F20)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::InternalCreate_4811()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*)>(DLL2SDK::GameAssemblyBase + 0x4AE1758)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::InternalDestroy_4812()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*)>(DLL2SDK::GameAssemblyBase + 0x4AE1F28)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::InternalSetDefaults_4813()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*)>(DLL2SDK::GameAssemblyBase + 0x4AE17F0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::Finalize_4814()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[1];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::Dispose_4815()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::DisposeHandlers_4816()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*)>(DLL2SDK::GameAssemblyBase + 0x4AE202C)(this);
}
DLL2SDK::UnityEngine::UnityEngine::AsyncOperation* DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::InternalBegin_4817()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AsyncOperation*(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*)>(DLL2SDK::GameAssemblyBase + 0x4AE22C0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::InternalAbort_4818()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*)>(DLL2SDK::GameAssemblyBase + 0x4AE2358)(this);
}
DLL2SDK::UnityEngine::UnityEngine::AsyncOperation* DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::Send_4819()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AsyncOperation*(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*)>(DLL2SDK::GameAssemblyBase + 0x4AE23F0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::Abort_4820()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*)>(DLL2SDK::GameAssemblyBase + 0x4AE23F4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::InternalSetMethod_4821(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest_UnityWebRequestMethod methodType_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*, DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest_UnityWebRequestMethod)>(DLL2SDK::GameAssemblyBase + 0x4AE23F8)(this, methodType_);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::InternalSetCustomMethod_4822(DLL2SDK::mscorlib::System::String* customMethodName_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AE2498)(this, customMethodName_);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::set_method_4823(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AE18C8)(this, value_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::get_error_4824()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*)>(DLL2SDK::GameAssemblyBase + 0x4AE2538)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::set_useHttpContinue_4825(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*, bool)>(DLL2SDK::GameAssemblyBase + 0x4AE25D0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::set_url_4826(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AE17FC)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::InternalSetUrl_4827(DLL2SDK::mscorlib::System::String* url_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AE2670)(this, url_);
}
int64_t DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::get_responseCode_4828()
{
return reinterpret_cast<int64_t(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*)>(DLL2SDK::GameAssemblyBase + 0x4AE2710)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::get_isDone_4829()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*)>(DLL2SDK::GameAssemblyBase + 0x4AE27A8)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::get_isError_4830()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*)>(DLL2SDK::GameAssemblyBase + 0x4AE2840)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::set_chunkedTransfer_4831(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*, bool)>(DLL2SDK::GameAssemblyBase + 0x4AE28D8)(this, value_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::GetResponseHeader_4832(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AE2978)(this, name_);
}
DLL2SDK::Array<DLL2SDK::mscorlib::System::String*>* DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::InternalGetResponseHeaderKeys_4833()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::mscorlib::System::String*>*(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*)>(DLL2SDK::GameAssemblyBase + 0x4AE2A18)(this);
}
DLL2SDK::mscorlib::System::Collections::Generic::Dictionary_2<DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*>* DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::GetResponseHeaders_4834()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Collections::Generic::Dictionary_2<DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*>*(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*)>(DLL2SDK::GameAssemblyBase + 0x4AE2AB0)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Networking::UploadHandler* DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::GetUploadHandler_4835()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Networking::UploadHandler*(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*)>(DLL2SDK::GameAssemblyBase + 0x4AE2204)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::set_uploadHandler_4836(DLL2SDK::UnityEngine::UnityEngine::Networking::UploadHandler* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*, DLL2SDK::UnityEngine::UnityEngine::Networking::UploadHandler*)>(DLL2SDK::GameAssemblyBase + 0x4AE1CE4)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandler* DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::GetDownloadHandler_4837()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandler*(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*)>(DLL2SDK::GameAssemblyBase + 0x4AE216C)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandler* DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::get_downloadHandler_4838()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandler*(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*)>(DLL2SDK::GameAssemblyBase + 0x4AE2C58)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::set_downloadHandler_4839(DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandler* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*, DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandler*)>(DLL2SDK::GameAssemblyBase + 0x4AE1C44)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest::set_timeout_4840(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UnityWebRequest*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AE2CF0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::_ctor_4717()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D5E900)(this);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::TextEditor::get_text_4718()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D5EA38)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::set_text_4719(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4D5EA64)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine::UnityEngine::TextEditor::get_position_4720()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D5EB98)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::set_position_4721(DLL2SDK::UnityEngine::UnityEngine::Rect value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*, DLL2SDK::UnityEngine::UnityEngine::Rect)>(DLL2SDK::GameAssemblyBase + 0x4D5EBA8)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::TextEditor::get_cursorIndex_4722()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D5F14C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::set_cursorIndex_4723(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D5F154)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::TextEditor::get_selectIndex_4724()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D5F188)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::set_selectIndex_4725(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D5F190)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::ClearCursorPos_4726()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D5F1A0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::OnFocus_4727()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D5F1B4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::OnLostFocus_4728()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D5F2A0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::GrabGraphicalCursorPos_4729()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D5F2B4)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::TextEditor::HandleKeyEvent_4730(DLL2SDK::UnityEngine::UnityEngine::Event* e_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*, DLL2SDK::UnityEngine::UnityEngine::Event*)>(DLL2SDK::GameAssemblyBase + 0x4D5F368)(this, e_);
}
bool DLL2SDK::UnityEngine::UnityEngine::TextEditor::DeleteLineBack_4731()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D60194)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::TextEditor::DeleteWordBack_4732()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D6053C)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::TextEditor::DeleteWordForward_4733()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D606E8)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::TextEditor::Delete_4734()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D6097C)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::TextEditor::Backspace_4735()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D60A20)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::SelectAll_4736()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D5F220)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::SelectNone_4737()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D60AF8)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::TextEditor::get_hasSelection_4738()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D60298)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::TextEditor::DeleteSelection_4739()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D602B0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::ReplaceSelection_4740(DLL2SDK::mscorlib::System::String* replace_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4D60B2C)(this, replace_);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::Insert_4741(wchar_t c_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*, wchar_t)>(DLL2SDK::GameAssemblyBase + 0x4D60BF0)(this, c_);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::MoveRight_4742()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D60C24)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::MoveLeft_4743()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D60DF8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::MoveUp_4744()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D60E8C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::MoveDown_4745()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D60F9C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::MoveLineStart_4746()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D610E8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::MoveLineEnd_4747()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D611BC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::MoveGraphicalLineStart_4748()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D6129C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::MoveGraphicalLineEnd_4749()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D6139C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::MoveTextStart_4750()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D614B0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::MoveTextEnd_4751()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D614F8)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::TextEditor::IndexOfEndOfLine_4752(int32_t startIndex_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D61564)(this, startIndex_);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::MoveParagraphForward_4753()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D615C0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::MoveParagraphBackward_4754()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D61684)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::MoveCursorToPosition_4755(DLL2SDK::UnityEngine::UnityEngine::Vector2 cursorPosition_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4D61774)(this, cursorPosition_);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::SelectToPosition_4756(DLL2SDK::UnityEngine::UnityEngine::Vector2 cursorPosition_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4D6187C)(this, cursorPosition_);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::SelectLeft_4757()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D61D44)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::SelectRight_4758()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D61DD8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::SelectUp_4759()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D61E6C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::SelectDown_4760()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D61F00)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::SelectTextEnd_4761()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D61FBC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::SelectTextStart_4762()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D62014)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::MouseDragSelectsWholeWords_4763(bool on_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*, bool)>(DLL2SDK::GameAssemblyBase + 0x4D62050)(this, on_);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::DblClickSnap_4764(DLL2SDK::UnityEngine::UnityEngine::TextEditor_DblClickSnapping snapping_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*, DLL2SDK::UnityEngine::UnityEngine::TextEditor_DblClickSnapping)>(DLL2SDK::GameAssemblyBase + 0x4D62060)(this, snapping_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::TextEditor::GetGraphicalLineStart_4765(int32_t p_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D61318)(this, p_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::TextEditor::GetGraphicalLineEnd_4766(int32_t p_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D61418)(this, p_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::TextEditor::FindNextSeperator_4767(int32_t startPos_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D62068)(this, startPos_);
}
bool DLL2SDK::UnityEngine::UnityEngine::TextEditor::isLetterLikeChar_4768(wchar_t c_)
{
return reinterpret_cast<bool(*)(wchar_t)>(DLL2SDK::GameAssemblyBase + 0x4D62120)(c_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::TextEditor::FindPrevSeperator_4769(int32_t startPos_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D621D8)(this, startPos_);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::MoveWordRight_4770()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D6228C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::MoveToStartOfNextWord_4771()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D62338)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::MoveToEndOfPreviousWord_4772()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D623BC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::SelectToStartOfNextWord_4773()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D62440)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::SelectToEndOfPreviousWord_4774()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D62494)(this);
}
DLL2SDK::UnityEngine::UnityEngine::TextEditor_CharacterType DLL2SDK::UnityEngine::UnityEngine::TextEditor::ClassifyChar_4775(wchar_t c_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::TextEditor_CharacterType(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*, wchar_t)>(DLL2SDK::GameAssemblyBase + 0x4D624E8)(this, c_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::TextEditor::FindStartOfNextWord_4776(int32_t p_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D60798)(this, p_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::TextEditor::FindEndOfPreviousWord_4777(int32_t p_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D60610)(this, p_);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::MoveWordLeft_4778()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D625F4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::SelectWordRight_4779()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D6268C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::SelectWordLeft_4780()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D6271C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::ExpandSelectGraphicalLineStart_4781()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D627AC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::ExpandSelectGraphicalLineEnd_4782()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D62850)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::SelectGraphicalLineStart_4783()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D628F4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::SelectGraphicalLineEnd_4784()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D62948)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::SelectParagraphForward_4785()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D6299C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::SelectParagraphBackward_4786()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D62A5C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::SelectCurrentWord_4787()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D62B64)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::TextEditor::FindEndOfClassification_4788(int32_t p_, int32_t dir_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D61C78)(this, p_, dir_);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::SelectCurrentParagraph_4789()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D62CD4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::UpdateScrollOffsetIfNeeded_4790(DLL2SDK::UnityEngine::UnityEngine::Event* evt_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*, DLL2SDK::UnityEngine::UnityEngine::Event*)>(DLL2SDK::GameAssemblyBase + 0x4D62DA0)(this, evt_);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::UpdateScrollOffset_4791()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D5EC20)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::DrawCursor_4792(DLL2SDK::mscorlib::System::String* newText_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4D62E04)(this, newText_);
}
bool DLL2SDK::UnityEngine::UnityEngine::TextEditor::PerformOperation_4793(DLL2SDK::UnityEngine::UnityEngine::TextEditor_TextEditOp operation_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*, DLL2SDK::UnityEngine::UnityEngine::TextEditor_TextEditOp)>(DLL2SDK::GameAssemblyBase + 0x4D5FCAC)(this, operation_);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::SaveBackup_4794()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D6366C)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::TextEditor::Cut_4795()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D633E0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::Copy_4796()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D63410)(this);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::TextEditor::ReplaceNewlinesWithSpaces_4797(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4D63694)(value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::TextEditor::Paste_4798()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D63528)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::MapKey_4799(DLL2SDK::mscorlib::System::String* key_, DLL2SDK::UnityEngine::UnityEngine::TextEditor_TextEditOp action_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::TextEditor_TextEditOp)>(DLL2SDK::GameAssemblyBase + 0x4D63770)(key_, action_);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::InitKeyActions_4800()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D5F4F0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::DetectFocusChange_4801()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x4D60CC4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextEditor::ClampTextIndex_4802(int32_t* index_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextEditor*, int32_t*)>(DLL2SDK::GameAssemblyBase + 0x4D5EAAC)(this, index_);
}
void DLL2SDK::UnityEngine::UnityEngine::SliderHandler::_ctor_4690(DLL2SDK::UnityEngine::UnityEngine::Rect position_, float currentValue_, float size_, float start_, float end_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* slider_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* thumb_, bool horiz_, int32_t id_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SliderHandler*, DLL2SDK::UnityEngine::UnityEngine::Rect, float, float, float, float, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, bool, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4EAB2A4)(this, position_, currentValue_, size_, start_, end_, slider_, thumb_, horiz_, id_);
}
float DLL2SDK::UnityEngine::UnityEngine::SliderHandler::Handle_4691()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::SliderHandler*)>(DLL2SDK::GameAssemblyBase + 0x4EABFEC)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::SliderHandler::OnMouseDown_4692()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::SliderHandler*)>(DLL2SDK::GameAssemblyBase + 0x4EAC6F4)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::SliderHandler::OnMouseDrag_4693()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::SliderHandler*)>(DLL2SDK::GameAssemblyBase + 0x4EAC8C0)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::SliderHandler::OnMouseUp_4694()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::SliderHandler*)>(DLL2SDK::GameAssemblyBase + 0x4EAC8C8)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::SliderHandler::OnRepaint_4695()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::SliderHandler*)>(DLL2SDK::GameAssemblyBase + 0x4EAC91C)(this);
}
DLL2SDK::UnityEngine::UnityEngine::EventType DLL2SDK::UnityEngine::UnityEngine::SliderHandler::CurrentEventType_4696()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::EventType(*)(DLL2SDK::UnityEngine::UnityEngine::SliderHandler*)>(DLL2SDK::GameAssemblyBase + 0x4EAC924)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::SliderHandler::CurrentScrollTroughSide_4697()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::SliderHandler*)>(DLL2SDK::GameAssemblyBase + 0x4EAC92C)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::SliderHandler::IsEmptySlider_4698()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::SliderHandler*)>(DLL2SDK::GameAssemblyBase + 0x4EAC934)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::SliderHandler::SupportsPageMovements_4699()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::SliderHandler*)>(DLL2SDK::GameAssemblyBase + 0x4EAC950)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::SliderHandler::PageMovementValue_4700()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::SliderHandler*)>(DLL2SDK::GameAssemblyBase + 0x4EACA20)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::SliderHandler::PageUpMovementBound_4701()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::SliderHandler*)>(DLL2SDK::GameAssemblyBase + 0x4EACA28)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Event* DLL2SDK::UnityEngine::UnityEngine::SliderHandler::CurrentEvent_4702()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Event*(*)(DLL2SDK::UnityEngine::UnityEngine::SliderHandler*)>(DLL2SDK::GameAssemblyBase + 0x4EACA30)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::SliderHandler::ValueForCurrentMousePosition_4703()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::SliderHandler*)>(DLL2SDK::GameAssemblyBase + 0x4EACA3C)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::SliderHandler::Clamp_4704(float value_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::SliderHandler*, float)>(DLL2SDK::GameAssemblyBase + 0x4EACBCC)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine::UnityEngine::SliderHandler::ThumbSelectionRect_4705()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(DLL2SDK::UnityEngine::UnityEngine::SliderHandler*)>(DLL2SDK::GameAssemblyBase + 0x4EACBD4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::SliderHandler::StartDraggingWithValue_4706(float dragStartValue_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SliderHandler*, float)>(DLL2SDK::GameAssemblyBase + 0x4EACC0C)(this, dragStartValue_);
}
DLL2SDK::UnityEngine::UnityEngine::SliderState* DLL2SDK::UnityEngine::UnityEngine::SliderHandler::SliderState_4707()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::SliderState*(*)(DLL2SDK::UnityEngine::UnityEngine::SliderHandler*)>(DLL2SDK::GameAssemblyBase + 0x4EACC14)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine::UnityEngine::SliderHandler::ThumbRect_4708()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(DLL2SDK::UnityEngine::UnityEngine::SliderHandler*)>(DLL2SDK::GameAssemblyBase + 0x4EAD25C)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine::UnityEngine::SliderHandler::VerticalThumbRect_4709()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(DLL2SDK::UnityEngine::UnityEngine::SliderHandler*)>(DLL2SDK::GameAssemblyBase + 0x4EAD344)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine::UnityEngine::SliderHandler::HorizontalThumbRect_4710()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(DLL2SDK::UnityEngine::UnityEngine::SliderHandler*)>(DLL2SDK::GameAssemblyBase + 0x4EAD358)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::SliderHandler::ClampedCurrentValue_4711()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::SliderHandler*)>(DLL2SDK::GameAssemblyBase + 0x4EAD36C)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::SliderHandler::MousePosition_4712()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::SliderHandler*)>(DLL2SDK::GameAssemblyBase + 0x4EAD378)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::SliderHandler::ValuesPerPixel_4713()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::SliderHandler*)>(DLL2SDK::GameAssemblyBase + 0x4EAD380)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::SliderHandler::ThumbSize_4714()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::SliderHandler*)>(DLL2SDK::GameAssemblyBase + 0x4EAD388)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::SliderHandler::MaxValue_4715()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::SliderHandler*)>(DLL2SDK::GameAssemblyBase + 0x4EAD390)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::SliderHandler::MinValue_4716()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::SliderHandler*)>(DLL2SDK::GameAssemblyBase + 0x4EAD398)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::SliderState::_ctor_4689()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SliderState*)>(DLL2SDK::GameAssemblyBase + 0x4EAD3A0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::ScrollViewState::_ctor_4688()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ScrollViewState*)>(DLL2SDK::GameAssemblyBase + 0x4EA66CC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIClip::Push_4676(DLL2SDK::UnityEngine::UnityEngine::Rect screenRect_, DLL2SDK::UnityEngine::UnityEngine::Vector2 scrollOffset_, DLL2SDK::UnityEngine::UnityEngine::Vector2 renderOffset_, bool resetOffset_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2, bool)>(DLL2SDK::GameAssemblyBase + 0x47130C0)(screenRect_, scrollOffset_, renderOffset_, resetOffset_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIClip::Pop_4677()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x47133CC)();
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::GUIClip::Unclip_4678(DLL2SDK::UnityEngine::UnityEngine::Vector2 pos_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4718AB4)(pos_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIClip::Internal_Push_4679(DLL2SDK::UnityEngine::UnityEngine::Rect screenRect_, DLL2SDK::UnityEngine::UnityEngine::Vector2 scrollOffset_, DLL2SDK::UnityEngine::UnityEngine::Vector2 renderOffset_, bool resetOffset_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2, bool)>(DLL2SDK::GameAssemblyBase + 0x4718A60)(screenRect_, scrollOffset_, renderOffset_, resetOffset_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIClip::INTERNAL_CALL_Internal_Push_4680(DLL2SDK::UnityEngine::UnityEngine::Rect* screenRect_, DLL2SDK::UnityEngine::UnityEngine::Vector2* scrollOffset_, DLL2SDK::UnityEngine::UnityEngine::Vector2* renderOffset_, bool resetOffset_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*, DLL2SDK::UnityEngine::UnityEngine::Vector2*, DLL2SDK::UnityEngine::UnityEngine::Vector2*, bool)>(DLL2SDK::GameAssemblyBase + 0x4718AE4)(screenRect_, scrollOffset_, renderOffset_, resetOffset_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIClip::Internal_Pop_4681()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x47151E0)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUIClip::Unclip_Vector2_4682(DLL2SDK::UnityEngine::UnityEngine::Vector2* pos_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4718AE0)(pos_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIClip::INTERNAL_CALL_Unclip_Vector2_4683(DLL2SDK::UnityEngine::UnityEngine::Vector2* pos_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4718B94)(pos_);
}
DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 DLL2SDK::UnityEngine::UnityEngine::GUIClip::GetMatrix_4684()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4(*)()>(DLL2SDK::GameAssemblyBase + 0x470C528)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUIClip::INTERNAL_CALL_GetMatrix_4685(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*)>(DLL2SDK::GameAssemblyBase + 0x4718C2C)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIClip::SetMatrix_4686(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 m_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4)>(DLL2SDK::GameAssemblyBase + 0x470C650)(m_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIClip::INTERNAL_CALL_SetMatrix_4687(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4* m_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*)>(DLL2SDK::GameAssemblyBase + 0x4718CC4)(m_);
}
void DLL2SDK::UnityEngine::UnityEngine::ExitGUIException::_ctor_4637()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ExitGUIException*)>(DLL2SDK::GameAssemblyBase + 0x4DD2CB8)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::GUITargetAttribute::GetGUITargetAttrValue_4636(DLL2SDK::mscorlib::System::Type* klass_, DLL2SDK::mscorlib::System::String* methodName_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::mscorlib::System::Type*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x472CDA0)(klass_, methodName_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyleState::_ctor_4499()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyleState*)>(DLL2SDK::GameAssemblyBase + 0x472C928)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyleState::_ctor_4500(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* sourceStyle_, intptr_t source_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyleState*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x472C9E0)(this, sourceStyle_, source_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyleState* DLL2SDK::UnityEngine::UnityEngine::GUIStyleState::ProduceGUIStyleStateFromDeserialization_4501(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* sourceStyle_, intptr_t source_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyleState*(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4728A6C)(sourceStyle_, source_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyleState* DLL2SDK::UnityEngine::UnityEngine::GUIStyleState::GetGUIStyleState_4502(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* sourceStyle_, intptr_t source_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyleState*(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4728B28)(sourceStyle_, source_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyleState::Finalize_4503()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[1];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyleState*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyleState::set_background_4504(DLL2SDK::UnityEngine::UnityEngine::Texture2D* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyleState*, DLL2SDK::UnityEngine::UnityEngine::Texture2D*)>(DLL2SDK::GameAssemblyBase + 0x472CC44)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyleState::Init_4505()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyleState*)>(DLL2SDK::GameAssemblyBase + 0x472C948)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyleState::Cleanup_4506()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyleState*)>(DLL2SDK::GameAssemblyBase + 0x472CBAC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyleState::SetBackgroundInternal_4507(DLL2SDK::UnityEngine::UnityEngine::Texture2D* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyleState*, DLL2SDK::UnityEngine::UnityEngine::Texture2D*)>(DLL2SDK::GameAssemblyBase + 0x472CC60)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Texture2D* DLL2SDK::UnityEngine::UnityEngine::GUIStyleState::GetBackgroundInternalFromDeserialization_4508()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Texture2D*(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyleState*)>(DLL2SDK::GameAssemblyBase + 0x472CA08)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Texture2D* DLL2SDK::UnityEngine::UnityEngine::GUIStyleState::GetBackgroundInternal_4509()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Texture2D*(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyleState*)>(DLL2SDK::GameAssemblyBase + 0x472CAA0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyleState::set_textColor_4510(DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyleState*, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4728030)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyleState::INTERNAL_set_textColor_4511(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyleState*, DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x472CD00)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ScriptableObject::_ctor_647()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ScriptableObject*)>(DLL2SDK::GameAssemblyBase + 0x4EA63D4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::ScriptableObject::Internal_CreateScriptableObject_648(DLL2SDK::UnityEngine::UnityEngine::ScriptableObject* self_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ScriptableObject*)>(DLL2SDK::GameAssemblyBase + 0x4EA6480)(self_);
}
DLL2SDK::UnityEngine::UnityEngine::ScriptableObject* DLL2SDK::UnityEngine::UnityEngine::ScriptableObject::CreateInstance_649(DLL2SDK::mscorlib::System::String* className_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::ScriptableObject*(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4EA6518)(className_);
}
DLL2SDK::UnityEngine::UnityEngine::ScriptableObject* DLL2SDK::UnityEngine::UnityEngine::ScriptableObject::CreateInstance_650(DLL2SDK::mscorlib::System::Type* type_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::ScriptableObject*(*)(DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x4EA65B0)(type_);
}
DLL2SDK::UnityEngine::UnityEngine::ScriptableObject* DLL2SDK::UnityEngine::UnityEngine::ScriptableObject::CreateInstanceFromType_651(DLL2SDK::mscorlib::System::Type* type_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::ScriptableObject*(*)(DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x4EA65B4)(type_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUISettings::_ctor_4433()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISettings*)>(DLL2SDK::GameAssemblyBase + 0x4726954)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUISettings::get_doubleClickSelectsWord_4434()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::GUISettings*)>(DLL2SDK::GameAssemblyBase + 0x47107B4)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUISettings::get_tripleClickSelectsLine_4435()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::GUISettings*)>(DLL2SDK::GameAssemblyBase + 0x47107BC)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::GUISettings::get_cursorColor_4436()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine::UnityEngine::GUISettings*)>(DLL2SDK::GameAssemblyBase + 0x47269E4)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::GUISettings::get_cursorFlashSpeed_4437()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::GUISettings*)>(DLL2SDK::GameAssemblyBase + 0x47269F4)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::GUISettings::get_selectionColor_4438()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine::UnityEngine::GUISettings*)>(DLL2SDK::GameAssemblyBase + 0x4726A9C)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::GUISettings::Internal_GetCursorFlashSpeed_4439()
{
return reinterpret_cast<float(*)()>(DLL2SDK::GameAssemblyBase + 0x4726A0C)();
}
DLL2SDK::UnityEngine::UnityEngine::GUILayoutUtility_LayoutCache* DLL2SDK::UnityEngine::UnityEngine::GUILayoutUtility::SelectIDList_4411(int32_t instanceID_, bool isWindow_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUILayoutUtility_LayoutCache*(*)(int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x4717030)(instanceID_, isWindow_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayoutUtility::Begin_4412(int32_t instanceID_)
{
return reinterpret_cast<void(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4724A48)(instanceID_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayoutUtility::BeginWindow_4413(int32_t windowID_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<void(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471743C)(windowID_, style_, options_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayoutUtility::Layout_4414()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x47178A8)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayoutUtility::LayoutFromEditorWindow_4415()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x47252A8)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayoutUtility::LayoutFreeGroup_4416(DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup* toplevel_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup*)>(DLL2SDK::GameAssemblyBase + 0x4724DA8)(toplevel_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayoutUtility::LayoutSingleGroup_4417(DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup* i_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup*)>(DLL2SDK::GameAssemblyBase + 0x4724F84)(i_);
}
DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup* DLL2SDK::UnityEngine::UnityEngine::GUILayoutUtility::CreateGUILayoutGroupInstanceOfType_4418(DLL2SDK::mscorlib::System::Type* LayoutType_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup*(*)(DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x4725684)(LayoutType_);
}
DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup* DLL2SDK::UnityEngine::UnityEngine::GUILayoutUtility::BeginLayoutGroup_4419(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_, DLL2SDK::mscorlib::System::Type* layoutType_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup*(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*, DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x471D8C0)(style_, options_, layoutType_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayoutUtility::EndLayoutGroup_4420()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x471DD1C)();
}
DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup* DLL2SDK::UnityEngine::UnityEngine::GUILayoutUtility::BeginLayoutArea_4421(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::mscorlib::System::Type* layoutType_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup*(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x471E85C)(style_, layoutType_);
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine::UnityEngine::GUILayoutUtility::GetRect_4422(DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471B06C)(content_, style_, options_);
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine::UnityEngine::GUILayoutUtility::DoGetRect_4423(DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x47257F4)(content_, style_, options_);
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine::UnityEngine::GUILayoutUtility::GetRect_4424(float width_, float height_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(float, float, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471C570)(width_, height_, style_, options_);
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine::UnityEngine::GUILayoutUtility::DoGetRect_4425(float minWidth_, float maxWidth_, float minHeight_, float maxHeight_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(float, float, float, float, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x4725EE0)(minWidth_, maxWidth_, minHeight_, maxHeight_, style_, options_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyle* DLL2SDK::UnityEngine::UnityEngine::GUILayoutUtility::get_spaceStyle_4426()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyle*(*)()>(DLL2SDK::GameAssemblyBase + 0x471D02C)();
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine::UnityEngine::GUILayoutUtility::Internal_GetWindowRect_4427(int32_t windowID_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4725504)(windowID_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayoutUtility::INTERNAL_CALL_Internal_GetWindowRect_4428(int32_t windowID_, DLL2SDK::UnityEngine::UnityEngine::Rect* value_)
{
return reinterpret_cast<void(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x4726208)(windowID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayoutUtility::Internal_MoveWindow_4429(int32_t windowID_, DLL2SDK::UnityEngine::UnityEngine::Rect r_)
{
return reinterpret_cast<void(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::Rect)>(DLL2SDK::GameAssemblyBase + 0x47255C8)(windowID_, r_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayoutUtility::INTERNAL_CALL_Internal_MoveWindow_4430(int32_t windowID_, DLL2SDK::UnityEngine::UnityEngine::Rect* r_)
{
return reinterpret_cast<void(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x47262A8)(windowID_, r_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayoutUtility::_cctor_4431()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4726348)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayoutEntry::_ctor_4392(float _minWidth_, float _maxWidth_, float _minHeight_, float _maxHeight_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* _style_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUILayoutEntry*, float, float, float, float, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x471A16C)(this, _minWidth_, _maxWidth_, _minHeight_, _maxHeight_, _style_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayoutEntry::_ctor_4393(float _minWidth_, float _maxWidth_, float _minHeight_, float _maxHeight_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* _style_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUILayoutEntry*, float, float, float, float, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471FD0C)(this, _minWidth_, _maxWidth_, _minHeight_, _maxHeight_, _style_, options_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyle* DLL2SDK::UnityEngine::UnityEngine::GUILayoutEntry::get_style_4394()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyle*(*)(DLL2SDK::UnityEngine::UnityEngine::GUILayoutEntry*)>(DLL2SDK::GameAssemblyBase + 0x471FE74)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayoutEntry::set_style_4395(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUILayoutEntry*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x471FCEC)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::RectOffset* DLL2SDK::UnityEngine::UnityEngine::GUILayoutEntry::get_margin_4396()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RectOffset*(*)(DLL2SDK::UnityEngine::UnityEngine::GUILayoutEntry*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayoutEntry::CalcWidth_4397()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUILayoutEntry*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayoutEntry::CalcHeight_4398()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[6];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUILayoutEntry*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayoutEntry::SetHorizontal_4399(float x_, float width_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUILayoutEntry*, float, float, void*)>(Data.methodPtr)(this, x_, width_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayoutEntry::SetVertical_4400(float y_, float height_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[8];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUILayoutEntry*, float, float, void*)>(Data.methodPtr)(this, y_, height_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayoutEntry::ApplyStyleSettings_4401(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[9];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUILayoutEntry*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, void*)>(Data.methodPtr)(this, style_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayoutEntry::ApplyOptions_4402(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[10];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUILayoutEntry*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*, void*)>(Data.methodPtr)(this, options_, Data.method);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::GUILayoutEntry::ToString_4403()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[3];
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::GUILayoutEntry*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayoutEntry::_cctor_4404()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4720D50)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUIGridSizer::_ctor_4405(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUIContent*>* contents_, int32_t xCount_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* buttonStyle_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIGridSizer*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUIContent*>*, int32_t, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x47199EC)(this, contents_, xCount_, buttonStyle_, options_);
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine::UnityEngine::GUIGridSizer::GetRect_4406(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUIContent*>* contents_, int32_t xCount_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUIContent*>*, int32_t, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471A400)(contents_, xCount_, style_, options_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::GUIGridSizer::get_rows_4407()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::GUIGridSizer*)>(DLL2SDK::GameAssemblyBase + 0x471A2F0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup::_ctor_4375()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup*)>(DLL2SDK::GameAssemblyBase + 0x4720E20)(this);
}
DLL2SDK::UnityEngine::UnityEngine::RectOffset* DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup::get_margin_4376()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RectOffset*(*)(DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup::ApplyOptions_4377(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[10];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*, void*)>(Data.methodPtr)(this, options_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup::ApplyStyleSettings_4378(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[9];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, void*)>(Data.methodPtr)(this, style_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup::ResetCursor_4379()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup*)>(DLL2SDK::GameAssemblyBase + 0x471FD00)(this);
}
DLL2SDK::UnityEngine::UnityEngine::GUILayoutEntry* DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup::GetNext_4380()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUILayoutEntry*(*)(DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup*)>(DLL2SDK::GameAssemblyBase + 0x471A714)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup::Add_4381(DLL2SDK::UnityEngine::UnityEngine::GUILayoutEntry* e_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup*, DLL2SDK::UnityEngine::UnityEngine::GUILayoutEntry*)>(DLL2SDK::GameAssemblyBase + 0x471A674)(this, e_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup::CalcWidth_4382()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup::SetHorizontal_4383(float x_, float width_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup*, float, float, void*)>(Data.methodPtr)(this, x_, width_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup::CalcHeight_4384()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[6];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup::SetVertical_4385(float y_, float height_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[8];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup*, float, float, void*)>(Data.methodPtr)(this, y_, height_, Data.method);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup::ToString_4386()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[3];
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::GUILayoutGroup*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption::_ctor_4374(DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption_Type type_, DLL2SDK::mscorlib::System::Object* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*, DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption_Type, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x471F814)(this, type_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayout::Label_4312(DLL2SDK::mscorlib::System::String* text_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471ACAC)(text_, options_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayout::Label_4313(DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471AEC8)(content_, options_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayout::Label_4314(DLL2SDK::mscorlib::System::String* text_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471AF94)(text_, style_, options_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayout::Label_4315(DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471B054)(content_, style_, options_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayout::DoLabel_4316(DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471ADBC)(content_, style_, options_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayout::Box_4317(DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471B140)(content_, options_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayout::Box_4318(DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471B318)(content_, style_, options_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayout::DoBox_4319(DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471B20C)(content_, style_, options_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUILayout::Button_4320(DLL2SDK::mscorlib::System::String* text_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<bool(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471B330)(text_, options_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUILayout::Button_4321(DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471B54C)(content_, options_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUILayout::Button_4322(DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471B618)(content_, style_, options_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUILayout::DoButton_4323(DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471B440)(content_, style_, options_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUILayout::RepeatButton_4324(DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471B630)(content_, options_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUILayout::RepeatButton_4325(DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471B808)(content_, style_, options_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUILayout::DoRepeatButton_4326(DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471B6FC)(content_, style_, options_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::GUILayout::TextField_4327(DLL2SDK::mscorlib::System::String* text_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471B820)(text_, options_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::GUILayout::TextField_4328(DLL2SDK::mscorlib::System::String* text_, int32_t maxLength_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::mscorlib::System::String*, int32_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471BC60)(text_, maxLength_, options_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::GUILayout::TextField_4329(DLL2SDK::mscorlib::System::String* text_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471BD38)(text_, style_, options_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::GUILayout::TextField_4330(DLL2SDK::mscorlib::System::String* text_, int32_t maxLength_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::mscorlib::System::String*, int32_t, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471BD5C)(text_, maxLength_, style_, options_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::GUILayout::PasswordField_4331(DLL2SDK::mscorlib::System::String* password_, wchar_t maskChar_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::mscorlib::System::String*, wchar_t, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471BD84)(password_, maskChar_, style_, options_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::GUILayout::PasswordField_4332(DLL2SDK::mscorlib::System::String* password_, wchar_t maskChar_, int32_t maxLength_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::mscorlib::System::String*, wchar_t, int32_t, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471BDAC)(password_, maskChar_, maxLength_, style_, options_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::GUILayout::DoTextField_4333(DLL2SDK::mscorlib::System::String* text_, int32_t maxLength_, bool multiline_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::mscorlib::System::String*, int32_t, bool, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471B8FC)(text_, maxLength_, multiline_, style_, options_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUILayout::Toggle_4334(bool value_, DLL2SDK::mscorlib::System::String* text_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<bool(*)(bool, DLL2SDK::mscorlib::System::String*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471BF38)(value_, text_, options_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUILayout::Toggle_4335(bool value_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<bool(*)(bool, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471C16C)(value_, content_, style_, options_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUILayout::DoToggle_4336(bool value_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<bool(*)(bool, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471C058)(value_, content_, style_, options_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::GUILayout::Toolbar_4337(int32_t selected_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUIContent*>* contents_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<int32_t(*)(int32_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUIContent*>*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471C18C)(selected_, contents_, style_, options_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::GUILayout::SelectionGrid_4338(int32_t selected_, DLL2SDK::Array<DLL2SDK::mscorlib::System::String*>* texts_, int32_t xCount_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<int32_t(*)(int32_t, DLL2SDK::Array<DLL2SDK::mscorlib::System::String*>*, int32_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471C660)(selected_, texts_, xCount_, options_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::GUILayout::SelectionGrid_4339(int32_t selected_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUIContent*>* contents_, int32_t xCount_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<int32_t(*)(int32_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUIContent*>*, int32_t, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471C780)(selected_, contents_, xCount_, style_, options_);
}
float DLL2SDK::UnityEngine::UnityEngine::GUILayout::HorizontalSlider_4340(float value_, float leftValue_, float rightValue_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<float(*)(float, float, float, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471C864)(value_, leftValue_, rightValue_, options_);
}
float DLL2SDK::UnityEngine::UnityEngine::GUILayout::DoHorizontalSlider_4341(float value_, float leftValue_, float rightValue_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* slider_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* thumb_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<float(*)(float, float, float, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471C964)(value_, leftValue_, rightValue_, slider_, thumb_, options_);
}
float DLL2SDK::UnityEngine::UnityEngine::GUILayout::VerticalSlider_4342(float value_, float leftValue_, float rightValue_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<float(*)(float, float, float, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471CAF8)(value_, leftValue_, rightValue_, options_);
}
float DLL2SDK::UnityEngine::UnityEngine::GUILayout::DoVerticalSlider_4343(float value_, float leftValue_, float rightValue_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* slider_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* thumb_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<float(*)(float, float, float, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471CBF8)(value_, leftValue_, rightValue_, slider_, thumb_, options_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayout::Space_4344(float pixels_)
{
return reinterpret_cast<void(*)(float)>(DLL2SDK::GameAssemblyBase + 0x471CD8C)(pixels_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayout::FlexibleSpace_4345()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x471D1DC)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayout::BeginHorizontal_4346(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<void(*)(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471D58C)(options_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayout::BeginHorizontal_4347(DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471D694)(content_, style_, options_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayout::EndHorizontal_4348()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x471DC84)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayout::BeginVertical_4349(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<void(*)(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471DEF0)(options_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayout::BeginVertical_4350(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471E224)(style_, options_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayout::BeginVertical_4351(DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471DFF8)(content_, style_, options_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayout::EndVertical_4352()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x471E2F0)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayout::BeginArea_4353(DLL2SDK::UnityEngine::UnityEngine::Rect screenRect_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect)>(DLL2SDK::GameAssemblyBase + 0x471E388)(screenRect_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayout::BeginArea_4354(DLL2SDK::UnityEngine::UnityEngine::Rect screenRect_, DLL2SDK::mscorlib::System::String* text_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x471E748)(screenRect_, text_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayout::BeginArea_4355(DLL2SDK::UnityEngine::UnityEngine::Rect screenRect_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x471E4A8)(screenRect_, content_, style_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayout::EndArea_4356()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x471EBCC)();
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::GUILayout::BeginScrollView_4357(DLL2SDK::UnityEngine::UnityEngine::Vector2 scrollPosition_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471ED98)(scrollPosition_, options_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::GUILayout::BeginScrollView_4358(DLL2SDK::UnityEngine::UnityEngine::Vector2 scrollPosition_, bool alwaysShowHorizontal_, bool alwaysShowVertical_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2, bool, bool, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471F2A4)(scrollPosition_, alwaysShowHorizontal_, alwaysShowVertical_, options_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::GUILayout::BeginScrollView_4359(DLL2SDK::UnityEngine::UnityEngine::Vector2 scrollPosition_, bool alwaysShowHorizontal_, bool alwaysShowVertical_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* horizontalScrollbar_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* verticalScrollbar_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* background_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2, bool, bool, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471EECC)(scrollPosition_, alwaysShowHorizontal_, alwaysShowVertical_, horizontalScrollbar_, verticalScrollbar_, background_, options_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayout::EndScrollView_4360()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x471F3C4)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayout::EndScrollView_4361(bool handleScrollWheel_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x471F3CC)(handleScrollWheel_);
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine::UnityEngine::GUILayout::Window_4362(int32_t id_, DLL2SDK::UnityEngine::UnityEngine::Rect screenRect_, DLL2SDK::UnityEngine::UnityEngine::GUI_WindowFunction* func_, DLL2SDK::mscorlib::System::String* text_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::GUI_WindowFunction*, DLL2SDK::mscorlib::System::String*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471F4A8)(id_, screenRect_, func_, text_, options_);
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine::UnityEngine::GUILayout::DoWindow_4363(int32_t id_, DLL2SDK::UnityEngine::UnityEngine::Rect screenRect_, DLL2SDK::UnityEngine::UnityEngine::GUI_WindowFunction* func_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::GUI_WindowFunction*, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x471F610)(id_, screenRect_, func_, content_, style_, options_);
}
DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption* DLL2SDK::UnityEngine::UnityEngine::GUILayout::Width_4364(float width_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*(*)(float)>(DLL2SDK::GameAssemblyBase + 0x47172A4)(width_);
}
DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption* DLL2SDK::UnityEngine::UnityEngine::GUILayout::MinWidth_4365(float minWidth_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*(*)(float)>(DLL2SDK::GameAssemblyBase + 0x471F83C)(minWidth_);
}
DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption* DLL2SDK::UnityEngine::UnityEngine::GUILayout::MaxWidth_4366(float maxWidth_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*(*)(float)>(DLL2SDK::GameAssemblyBase + 0x471F908)(maxWidth_);
}
DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption* DLL2SDK::UnityEngine::UnityEngine::GUILayout::Height_4367(float height_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4717370)(height_);
}
DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption* DLL2SDK::UnityEngine::UnityEngine::GUILayout::MinHeight_4368(float minHeight_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*(*)(float)>(DLL2SDK::GameAssemblyBase + 0x471F9D4)(minHeight_);
}
DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption* DLL2SDK::UnityEngine::UnityEngine::GUILayout::MaxHeight_4369(float maxHeight_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*(*)(float)>(DLL2SDK::GameAssemblyBase + 0x471FAA0)(maxHeight_);
}
DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption* DLL2SDK::UnityEngine::UnityEngine::GUILayout::ExpandWidth_4370(bool expand_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x471D4C8)(expand_);
}
DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption* DLL2SDK::UnityEngine::UnityEngine::GUILayout::ExpandHeight_4371(bool expand_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x471D404)(expand_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIContent::_ctor_4296()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIContent*)>(DLL2SDK::GameAssemblyBase + 0x4718DC0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIContent::_ctor_4297(DLL2SDK::mscorlib::System::String* text_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4718EA4)(this, text_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIContent::_ctor_4298(DLL2SDK::UnityEngine::UnityEngine::Texture* image_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x4719070)(this, image_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIContent::_ctor_4299(DLL2SDK::mscorlib::System::String* text_, DLL2SDK::mscorlib::System::String* tooltip_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4719140)(this, text_, tooltip_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIContent::_ctor_4300(DLL2SDK::mscorlib::System::String* text_, DLL2SDK::UnityEngine::UnityEngine::Texture* image_, DLL2SDK::mscorlib::System::String* tooltip_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::Texture*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4718F74)(this, text_, image_, tooltip_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIContent::_ctor_4301(DLL2SDK::UnityEngine::UnityEngine::GUIContent* src_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::GUIContent*)>(DLL2SDK::GameAssemblyBase + 0x4719170)(this, src_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::GUIContent::get_text_4302()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::GUIContent*)>(DLL2SDK::GameAssemblyBase + 0x470F378)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIContent::set_text_4303(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x470F61C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIContent::set_image_4304(DLL2SDK::UnityEngine::UnityEngine::Texture* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x4719160)(this, value_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::GUIContent::get_tooltip_4305()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::GUIContent*)>(DLL2SDK::GameAssemblyBase + 0x47133C4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIContent::set_tooltip_4306(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4719168)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIContent* DLL2SDK::UnityEngine::UnityEngine::GUIContent::Temp_4307(DLL2SDK::mscorlib::System::String* t_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIContent*(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x470CA8C)(t_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIContent* DLL2SDK::UnityEngine::UnityEngine::GUIContent::Temp_4308(DLL2SDK::UnityEngine::UnityEngine::Texture* i_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIContent*(*)(DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x4719280)(i_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIContent::ClearStaticCache_4309()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x47193C8)();
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUIContent*>* DLL2SDK::UnityEngine::UnityEngine::GUIContent::Temp_4310(DLL2SDK::Array<DLL2SDK::mscorlib::System::String*>* texts_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUIContent*>*(*)(DLL2SDK::Array<DLL2SDK::mscorlib::System::String*>*)>(DLL2SDK::GameAssemblyBase + 0x47195A8)(texts_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIContent::_cctor_4311()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4719714)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::_cctor_4201()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x470B850)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::GUI::get_scrollTroughSide_4202()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x470BC24)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::set_scrollTroughSide_4203(int32_t value_)
{
return reinterpret_cast<void(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x470BCD4)(value_);
}
DLL2SDK::mscorlib::System::DateTime DLL2SDK::UnityEngine::UnityEngine::GUI::get_nextScrollStepTime_4204()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::DateTime(*)()>(DLL2SDK::GameAssemblyBase + 0x470BD88)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::set_nextScrollStepTime_4205(DLL2SDK::mscorlib::System::DateTime value_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::DateTime)>(DLL2SDK::GameAssemblyBase + 0x470BB58)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::set_skin_4206(DLL2SDK::UnityEngine::UnityEngine::GUISkin* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*)>(DLL2SDK::GameAssemblyBase + 0x470BE44)(value_);
}
DLL2SDK::UnityEngine::UnityEngine::GUISkin* DLL2SDK::UnityEngine::UnityEngine::GUI::get_skin_4207()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUISkin*(*)()>(DLL2SDK::GameAssemblyBase + 0x470C16C)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::DoSetSkin_4208(DLL2SDK::UnityEngine::UnityEngine::GUISkin* newSkin_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*)>(DLL2SDK::GameAssemblyBase + 0x470C00C)(newSkin_);
}
DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 DLL2SDK::UnityEngine::UnityEngine::GUI::get_matrix_4209()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4(*)()>(DLL2SDK::GameAssemblyBase + 0x470C3F4)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::set_matrix_4210(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4)>(DLL2SDK::GameAssemblyBase + 0x470C5D0)(value_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::GUI::get_tooltip_4211()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)()>(DLL2SDK::GameAssemblyBase + 0x470C6C8)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::set_tooltip_4212(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x470C814)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::Label_4213(DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::mscorlib::System::String* text_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x470C94C)(position_, text_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::Label_4214(DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::GUIContent*)>(DLL2SDK::GameAssemblyBase + 0x470CCF8)(position_, content_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::Label_4215(DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::mscorlib::System::String* text_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x470CDF4)(position_, text_, style_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::Label_4216(DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x470CBDC)(position_, content_, style_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::DrawTexture_4217(DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::UnityEngine::UnityEngine::Texture* image_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x470CFC8)(position_, image_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::DrawTexture_4218(DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::UnityEngine::UnityEngine::Texture* image_, DLL2SDK::UnityEngine::UnityEngine::ScaleMode scaleMode_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::Texture*, DLL2SDK::UnityEngine::UnityEngine::ScaleMode)>(DLL2SDK::GameAssemblyBase + 0x470D094)(position_, image_, scaleMode_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::DrawTexture_4219(DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::UnityEngine::UnityEngine::Texture* image_, DLL2SDK::UnityEngine::UnityEngine::ScaleMode scaleMode_, bool alphaBlend_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::Texture*, DLL2SDK::UnityEngine::UnityEngine::ScaleMode, bool)>(DLL2SDK::GameAssemblyBase + 0x470D168)(position_, image_, scaleMode_, alphaBlend_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::DrawTexture_4220(DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::UnityEngine::UnityEngine::Texture* image_, DLL2SDK::UnityEngine::UnityEngine::ScaleMode scaleMode_, bool alphaBlend_, float imageAspect_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::Texture*, DLL2SDK::UnityEngine::UnityEngine::ScaleMode, bool, float)>(DLL2SDK::GameAssemblyBase + 0x470D244)(position_, image_, scaleMode_, alphaBlend_, imageAspect_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUI::CalculateScaledTextureRects_4221(DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::UnityEngine::UnityEngine::ScaleMode scaleMode_, float imageAspect_, DLL2SDK::UnityEngine::UnityEngine::Rect* outScreenRect_, DLL2SDK::UnityEngine::UnityEngine::Rect* outSourceRect_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::ScaleMode, float, DLL2SDK::UnityEngine::UnityEngine::Rect*, DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x470D7E8)(position_, scaleMode_, imageAspect_, outScreenRect_, outSourceRect_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::Box_4222(DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::mscorlib::System::String* text_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x470DA5C)(position_, text_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::Box_4223(DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::GUIContent*)>(DLL2SDK::GameAssemblyBase + 0x470DD10)(position_, content_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::Box_4224(DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x470DBA4)(position_, content_, style_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUI::Button_4225(DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::mscorlib::System::String* text_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x470DEE0)(position_, text_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUI::Button_4226(DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x470E028)(position_, content_, style_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUI::RepeatButton_4227(DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x470E208)(position_, content_, style_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUI::DoRepeatButton_4228(DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::UnityEngine::UnityEngine::FocusType focusType_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::FocusType)>(DLL2SDK::GameAssemblyBase + 0x470E2DC)(position_, content_, style_, focusType_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::GUI::PasswordField_4229(DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::mscorlib::System::String* password_, wchar_t maskChar_, int32_t maxLength_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::mscorlib::System::String*, wchar_t, int32_t, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x470E860)(position_, password_, maskChar_, maxLength_, style_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::GUI::PasswordFieldGetStrToShow_4230(DLL2SDK::mscorlib::System::String* password_, wchar_t maskChar_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::mscorlib::System::String*, wchar_t)>(DLL2SDK::GameAssemblyBase + 0x470EBC8)(password_, maskChar_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::GUI::TextArea_4231(DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::mscorlib::System::String* text_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x470F380)(position_, text_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::DoTextField_4232(DLL2SDK::UnityEngine::UnityEngine::Rect position_, int32_t id_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, bool multiline_, int32_t maxLength_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, int32_t, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, bool, int32_t, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x470F284)(position_, id_, content_, multiline_, maxLength_, style_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::DoTextField_4233(DLL2SDK::UnityEngine::UnityEngine::Rect position_, int32_t id_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, bool multiline_, int32_t maxLength_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::mscorlib::System::String* secureText_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, int32_t, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, bool, int32_t, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x470F51C)(position_, id_, content_, multiline_, maxLength_, style_, secureText_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::DoTextField_4234(DLL2SDK::UnityEngine::UnityEngine::Rect position_, int32_t id_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, bool multiline_, int32_t maxLength_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::mscorlib::System::String* secureText_, wchar_t maskChar_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, int32_t, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, bool, int32_t, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::mscorlib::System::String*, wchar_t)>(DLL2SDK::GameAssemblyBase + 0x470EE98)(position_, id_, content_, multiline_, maxLength_, style_, secureText_, maskChar_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::HandleTextFieldEventForTouchscreen_4235(DLL2SDK::UnityEngine::UnityEngine::Rect position_, int32_t id_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, bool multiline_, int32_t maxLength_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::mscorlib::System::String* secureText_, wchar_t maskChar_, DLL2SDK::UnityEngine::UnityEngine::TextEditor* editor_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, int32_t, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, bool, int32_t, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::mscorlib::System::String*, wchar_t, DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x470F6CC)(position_, id_, content_, multiline_, maxLength_, style_, secureText_, maskChar_, editor_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::HandleTextFieldEventForDesktop_4236(DLL2SDK::UnityEngine::UnityEngine::Rect position_, int32_t id_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, bool multiline_, int32_t maxLength_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::UnityEngine::UnityEngine::TextEditor* editor_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, int32_t, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, bool, int32_t, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::TextEditor*)>(DLL2SDK::GameAssemblyBase + 0x470FC44)(position_, id_, content_, multiline_, maxLength_, style_, editor_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUI::Toggle_4237(DLL2SDK::UnityEngine::UnityEngine::Rect position_, bool value_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, bool, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x47108F8)(position_, value_, content_, style_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::GUI::Toolbar_4238(DLL2SDK::UnityEngine::UnityEngine::Rect position_, int32_t selected_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUIContent*>* contents_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, int32_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUIContent*>*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4710B28)(position_, selected_, contents_, style_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::GUI::SelectionGrid_4239(DLL2SDK::UnityEngine::UnityEngine::Rect position_, int32_t selected_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUIContent*>* contents_, int32_t xCount_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, int32_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUIContent*>*, int32_t, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4711FC0)(position_, selected_, contents_, xCount_, style_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::FindStyles_4240(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* firstStyle_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* midStyle_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* lastStyle_, DLL2SDK::mscorlib::System::String* first_, DLL2SDK::mscorlib::System::String* mid_, DLL2SDK::mscorlib::System::String* last_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4710CD4)(style_, firstStyle_, midStyle_, lastStyle_, first_, mid_, last_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::GUI::CalcTotalHorizSpacing_4241(int32_t xCount_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* firstStyle_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* midStyle_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* lastStyle_)
{
return reinterpret_cast<int32_t(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x471234C)(xCount_, style_, firstStyle_, midStyle_, lastStyle_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::GUI::DoButtonGrid_4242(DLL2SDK::UnityEngine::UnityEngine::Rect position_, int32_t selected_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUIContent*>* contents_, int32_t xCount_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* firstStyle_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* midStyle_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* lastStyle_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, int32_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUIContent*>*, int32_t, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4710FC8)(position_, selected_, contents_, xCount_, style_, firstStyle_, midStyle_, lastStyle_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Rect>* DLL2SDK::UnityEngine::UnityEngine::GUI::CalcMouseRects_4243(DLL2SDK::UnityEngine::UnityEngine::Rect position_, int32_t count_, int32_t xCount_, float elemWidth_, float elemHeight_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* firstStyle_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* midStyle_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* lastStyle_, bool addBorders_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Rect>*(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, int32_t, int32_t, float, float, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, bool)>(DLL2SDK::GameAssemblyBase + 0x4712790)(position_, count_, xCount_, elemWidth_, elemHeight_, style_, firstStyle_, midStyle_, lastStyle_, addBorders_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::GUI::GetButtonGridMouseSelection_4244(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Rect>* buttonRects_, DLL2SDK::UnityEngine::UnityEngine::Vector2 mousePos_, bool findNearest_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Rect>*, DLL2SDK::UnityEngine::UnityEngine::Vector2, bool)>(DLL2SDK::GameAssemblyBase + 0x4712E30)(buttonRects_, mousePos_, findNearest_);
}
float DLL2SDK::UnityEngine::UnityEngine::GUI::HorizontalSlider_4245(DLL2SDK::UnityEngine::UnityEngine::Rect position_, float value_, float leftValue_, float rightValue_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* slider_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* thumb_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, float, float, float, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x47133D0)(position_, value_, leftValue_, rightValue_, slider_, thumb_);
}
float DLL2SDK::UnityEngine::UnityEngine::GUI::VerticalSlider_4246(DLL2SDK::UnityEngine::UnityEngine::Rect position_, float value_, float topValue_, float bottomValue_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* slider_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* thumb_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, float, float, float, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x47136E4)(position_, value_, topValue_, bottomValue_, slider_, thumb_);
}
float DLL2SDK::UnityEngine::UnityEngine::GUI::Slider_4247(DLL2SDK::UnityEngine::UnityEngine::Rect position_, float value_, float size_, float start_, float end_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* slider_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* thumb_, bool horiz_, int32_t id_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, float, float, float, float, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, bool, int32_t)>(DLL2SDK::GameAssemblyBase + 0x47134DC)(position_, value_, size_, start_, end_, slider_, thumb_, horiz_, id_);
}
float DLL2SDK::UnityEngine::UnityEngine::GUI::HorizontalScrollbar_4248(DLL2SDK::UnityEngine::UnityEngine::Rect position_, float value_, float size_, float leftValue_, float rightValue_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, float, float, float, float, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x47137EC)(position_, value_, size_, leftValue_, rightValue_, style_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUI::ScrollerRepeatButton_4249(int32_t scrollerID_, DLL2SDK::UnityEngine::UnityEngine::Rect rect_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_)
{
return reinterpret_cast<bool(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x47145A8)(scrollerID_, rect_, style_);
}
float DLL2SDK::UnityEngine::UnityEngine::GUI::VerticalScrollbar_4250(DLL2SDK::UnityEngine::UnityEngine::Rect position_, float value_, float size_, float topValue_, float bottomValue_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, float, float, float, float, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4714A88)(position_, value_, size_, topValue_, bottomValue_, style_);
}
float DLL2SDK::UnityEngine::UnityEngine::GUI::Scroller_4251(DLL2SDK::UnityEngine::UnityEngine::Rect position_, float value_, float size_, float leftValue_, float rightValue_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* slider_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* thumb_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* leftButton_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* rightButton_, bool horiz_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, float, float, float, float, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, bool)>(DLL2SDK::GameAssemblyBase + 0x4713E00)(position_, value_, size_, leftValue_, rightValue_, slider_, thumb_, leftButton_, rightButton_, horiz_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::BeginGroup_4252(DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4714CE4)(position_, content_, style_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::EndGroup_4253()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4715144)();
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::GUI::BeginScrollView_4254(DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::UnityEngine::UnityEngine::Vector2 scrollPosition_, DLL2SDK::UnityEngine::UnityEngine::Rect viewRect_, bool alwaysShowHorizontal_, bool alwaysShowVertical_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* horizontalScrollbar_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* verticalScrollbar_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* background_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Rect, bool, bool, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4715270)(position_, scrollPosition_, viewRect_, alwaysShowHorizontal_, alwaysShowVertical_, horizontalScrollbar_, verticalScrollbar_, background_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::EndScrollView_4255(bool handleScrollWheel_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x471653C)(handleScrollWheel_);
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine::UnityEngine::GUI::Window_4256(int32_t id_, DLL2SDK::UnityEngine::UnityEngine::Rect clientRect_, DLL2SDK::UnityEngine::UnityEngine::GUI_WindowFunction* func_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* title_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::GUI_WindowFunction*, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4716884)(id_, clientRect_, func_, title_, style_);
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine::UnityEngine::GUI::DoWindow_4257(int32_t id_, DLL2SDK::UnityEngine::UnityEngine::Rect clientRect_, DLL2SDK::UnityEngine::UnityEngine::GUI_WindowFunction* func_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* title_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::UnityEngine::UnityEngine::GUISkin* skin_, bool forceRectOnLayout_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::GUI_WindowFunction*, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUISkin*, bool)>(DLL2SDK::GameAssemblyBase + 0x47169CC)(id_, clientRect_, func_, title_, style_, skin_, forceRectOnLayout_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::CallWindowDelegate_4258(DLL2SDK::UnityEngine::UnityEngine::GUI_WindowFunction* func_, int32_t id_, int32_t instanceID_, DLL2SDK::UnityEngine::UnityEngine::GUISkin* _skin_, int32_t forceRect_, float width_, float height_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUI_WindowFunction*, int32_t, int32_t, DLL2SDK::UnityEngine::UnityEngine::GUISkin*, int32_t, float, float, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4716C58)(func_, id_, instanceID_, _skin_, forceRect_, width_, height_, style_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::GUI::get_color_4259()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)()>(DLL2SDK::GameAssemblyBase + 0x470D72C)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::set_color_4260(DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4717D14)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::INTERNAL_get_color_4261(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4717C7C)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::INTERNAL_set_color_4262(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4717DC4)(value_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::GUI::get_backgroundColor_4263()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)()>(DLL2SDK::GameAssemblyBase + 0x4717E5C)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::set_backgroundColor_4264(DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4717FB0)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::INTERNAL_get_backgroundColor_4265(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4717F18)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::INTERNAL_set_backgroundColor_4266(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4718060)(value_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::GUI::get_contentColor_4267()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)()>(DLL2SDK::GameAssemblyBase + 0x47180F8)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::set_contentColor_4268(DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x471824C)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::INTERNAL_get_contentColor_4269(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x47181B4)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::INTERNAL_set_contentColor_4270(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x47182FC)(value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUI::get_changed_4271()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x470ECCC)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::set_changed_4272(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x470ED5C)(value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUI::get_enabled_4273()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x471322C)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::set_enabled_4274(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x4718394)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::ToggleGUIEvent_4275(bool open_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x471842C)(open_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::GUI::Internal_GetTooltip_4276()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)()>(DLL2SDK::GameAssemblyBase + 0x470C784)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::Internal_SetTooltip_4277(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x470C8B4)(value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::GUI::get_depth_4278()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x47184C4)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::set_depth_4279(int32_t value_)
{
return reinterpret_cast<void(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4718554)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::DoLabel_4280(DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, intptr_t style_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x470CF04)(position_, content_, style_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::INTERNAL_CALL_DoLabel_4281(DLL2SDK::UnityEngine::UnityEngine::Rect* position_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, intptr_t style_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x47185EC)(position_, content_, style_);
}
DLL2SDK::UnityEngine::UnityEngine::Material* DLL2SDK::UnityEngine::UnityEngine::GUI::get_blendMaterial_4282()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Material*(*)()>(DLL2SDK::GameAssemblyBase + 0x470D60C)();
}
DLL2SDK::UnityEngine::UnityEngine::Material* DLL2SDK::UnityEngine::UnityEngine::GUI::get_blitMaterial_4283()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Material*(*)()>(DLL2SDK::GameAssemblyBase + 0x470D69C)();
}
bool DLL2SDK::UnityEngine::UnityEngine::GUI::DoButton_4284(DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, intptr_t style_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x470E144)(position_, content_, style_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUI::INTERNAL_CALL_DoButton_4285(DLL2SDK::UnityEngine::UnityEngine::Rect* position_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, intptr_t style_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4718694)(position_, content_, style_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUI::DoToggle_4286(DLL2SDK::UnityEngine::UnityEngine::Rect position_, int32_t id_, bool value_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, intptr_t style_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, int32_t, bool, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4710A54)(position_, id_, value_, content_, style_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUI::INTERNAL_CALL_DoToggle_4287(DLL2SDK::UnityEngine::UnityEngine::Rect* position_, int32_t id_, bool value_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, intptr_t style_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Rect*, int32_t, bool, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x471873C)(position_, id_, value_, content_, style_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUI::get_usePageScrollbars_4288()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x47187F4)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::InternalRepaintEditorWindow_4289()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x47149F8)();
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine::UnityEngine::GUI::Internal_DoWindow_4290(int32_t id_, int32_t instanceID_, DLL2SDK::UnityEngine::UnityEngine::Rect clientRect_, DLL2SDK::UnityEngine::UnityEngine::GUI_WindowFunction* func_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* title_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::UnityEngine::UnityEngine::GUISkin* skin_, bool forceRectOnLayout_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(int32_t, int32_t, DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::GUI_WindowFunction*, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUISkin*, bool)>(DLL2SDK::GameAssemblyBase + 0x4716B40)(id_, instanceID_, clientRect_, func_, title_, style_, skin_, forceRectOnLayout_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUI::INTERNAL_CALL_Internal_DoWindow_4291(int32_t id_, int32_t instanceID_, DLL2SDK::UnityEngine::UnityEngine::Rect* clientRect_, DLL2SDK::UnityEngine::UnityEngine::GUI_WindowFunction* func_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* title_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::UnityEngine::UnityEngine::GUISkin* skin_, bool forceRectOnLayout_, DLL2SDK::UnityEngine::UnityEngine::Rect* value_)
{
return reinterpret_cast<void(*)(int32_t, int32_t, DLL2SDK::UnityEngine::UnityEngine::Rect*, DLL2SDK::UnityEngine::UnityEngine::GUI_WindowFunction*, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUISkin*, bool, DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x4718884)(id_, instanceID_, clientRect_, func_, title_, style_, skin_, forceRectOnLayout_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Event::_ctor_4165()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Event*)>(DLL2SDK::GameAssemblyBase + 0x4DCCEB0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Event::_ctor_4166(int32_t displayIndex_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Event*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DCCF74)(this, displayIndex_);
}
void DLL2SDK::UnityEngine::UnityEngine::Event::Finalize_4167()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[1];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Event*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Event::get_mousePosition_4168()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Event*)>(DLL2SDK::GameAssemblyBase + 0x4DCD098)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Event::get_delta_4169()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Event*)>(DLL2SDK::GameAssemblyBase + 0x4DCD174)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Event::get_shift_4170()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Event*)>(DLL2SDK::GameAssemblyBase + 0x4DCD250)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Event::get_alt_4171()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Event*)>(DLL2SDK::GameAssemblyBase + 0x4DCD2FC)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Event* DLL2SDK::UnityEngine::UnityEngine::Event::get_current_4172()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Event*(*)()>(DLL2SDK::GameAssemblyBase + 0x4DCD314)();
}
void DLL2SDK::UnityEngine::UnityEngine::Event::Internal_MakeMasterEventCurrent_4173(int32_t displayIndex_)
{
return reinterpret_cast<void(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DCD394)(displayIndex_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Event::get_isKey_4174()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Event*)>(DLL2SDK::GameAssemblyBase + 0x4DCD5F8)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Event::get_isMouse_4175()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Event*)>(DLL2SDK::GameAssemblyBase + 0x4DCD6B4)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Event* DLL2SDK::UnityEngine::UnityEngine::Event::KeyboardEvent_4176(DLL2SDK::mscorlib::System::String* key_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Event*(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DCD6E4)(key_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Event::GetHashCode_4177()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[2];
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Event*, void*)>(Data.methodPtr)(this, Data.method);
}
bool DLL2SDK::UnityEngine::UnityEngine::Event::Equals_4178(DLL2SDK::mscorlib::System::Object* obj_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[0];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Event*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, obj_, Data.method);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Event::ToString_4179()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[3];
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Event*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Event::Use_4180()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Event*)>(DLL2SDK::GameAssemblyBase + 0x4DCF87C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Event::Init_4181(int32_t displayIndex_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Event*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DCCED4)(this, displayIndex_);
}
void DLL2SDK::UnityEngine::UnityEngine::Event::Cleanup_4182()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Event*)>(DLL2SDK::GameAssemblyBase + 0x4DCD000)(this);
}
DLL2SDK::UnityEngine::UnityEngine::EventType DLL2SDK::UnityEngine::UnityEngine::Event::get_rawType_4183()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::EventType(*)(DLL2SDK::UnityEngine::UnityEngine::Event*)>(DLL2SDK::GameAssemblyBase + 0x4DCFAB8)(this);
}
DLL2SDK::UnityEngine::UnityEngine::EventType DLL2SDK::UnityEngine::UnityEngine::Event::get_type_4184()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::EventType(*)(DLL2SDK::UnityEngine::UnityEngine::Event*)>(DLL2SDK::GameAssemblyBase + 0x4DCD61C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Event::set_type_4185(DLL2SDK::UnityEngine::UnityEngine::EventType value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Event*, DLL2SDK::UnityEngine::UnityEngine::EventType)>(DLL2SDK::GameAssemblyBase + 0x4DCE6F8)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::EventType DLL2SDK::UnityEngine::UnityEngine::Event::GetTypeForControl_4186(int32_t controlID_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::EventType(*)(DLL2SDK::UnityEngine::UnityEngine::Event*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DCFB50)(this, controlID_);
}
void DLL2SDK::UnityEngine::UnityEngine::Event::Internal_GetMousePosition_4187(DLL2SDK::UnityEngine::UnityEngine::Vector2* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Event*, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4DCD0D4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Event::Internal_GetMouseDelta_4188(DLL2SDK::UnityEngine::UnityEngine::Vector2* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Event*, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4DCD1B0)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::EventModifiers DLL2SDK::UnityEngine::UnityEngine::Event::get_modifiers_4189()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::EventModifiers(*)(DLL2SDK::UnityEngine::UnityEngine::Event*)>(DLL2SDK::GameAssemblyBase + 0x4DCD264)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Event::set_modifiers_4190(DLL2SDK::UnityEngine::UnityEngine::EventModifiers value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Event*, DLL2SDK::UnityEngine::UnityEngine::EventModifiers)>(DLL2SDK::GameAssemblyBase + 0x4DCE798)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Event::get_clickCount_4191()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Event*)>(DLL2SDK::GameAssemblyBase + 0x4DCFBF0)(this);
}
wchar_t DLL2SDK::UnityEngine::UnityEngine::Event::get_character_4192()
{
return reinterpret_cast<wchar_t(*)(DLL2SDK::UnityEngine::UnityEngine::Event*)>(DLL2SDK::GameAssemblyBase + 0x4DCE978)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Event::set_character_4193(wchar_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Event*, wchar_t)>(DLL2SDK::GameAssemblyBase + 0x4DCE838)(this, value_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Event::get_commandName_4194()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Event*)>(DLL2SDK::GameAssemblyBase + 0x4DCF7E4)(this);
}
DLL2SDK::UnityEngine::UnityEngine::KeyCode DLL2SDK::UnityEngine::UnityEngine::Event::get_keyCode_4195()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::KeyCode(*)(DLL2SDK::UnityEngine::UnityEngine::Event*)>(DLL2SDK::GameAssemblyBase + 0x4DCEAC8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Event::set_keyCode_4196(DLL2SDK::UnityEngine::UnityEngine::KeyCode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Event*, DLL2SDK::UnityEngine::UnityEngine::KeyCode)>(DLL2SDK::GameAssemblyBase + 0x4DCE8D8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Event::Internal_SetNativeEvent_4197(intptr_t ptr_)
{
return reinterpret_cast<void(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4DCD560)(ptr_);
}
void DLL2SDK::UnityEngine::UnityEngine::Event::set_displayIndex_4198(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Event*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DCD4C0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Event::Internal_Use_4199()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Event*)>(DLL2SDK::GameAssemblyBase + 0x4DCFA20)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Event::PopEvent_4200(DLL2SDK::UnityEngine::UnityEngine::Event* outEvent_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Event*)>(DLL2SDK::GameAssemblyBase + 0x4DCFC88)(outEvent_);
}
void DLL2SDK::UnityEngine::UnityEngine::Collider::_ctor_2975()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Collider*)>(DLL2SDK::GameAssemblyBase + 0x4DC3E04)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Collider::get_enabled_2976()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Collider*)>(DLL2SDK::GameAssemblyBase + 0x4DC3EAC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Collider::set_enabled_2977(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Collider*, bool)>(DLL2SDK::GameAssemblyBase + 0x4DC3F44)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Rigidbody* DLL2SDK::UnityEngine::UnityEngine::Collider::get_attachedRigidbody_2978()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rigidbody*(*)(DLL2SDK::UnityEngine::UnityEngine::Collider*)>(DLL2SDK::GameAssemblyBase + 0x4DC3FE4)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Collider::get_isTrigger_2979()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Collider*)>(DLL2SDK::GameAssemblyBase + 0x4DC407C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Collider::set_isTrigger_2980(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Collider*, bool)>(DLL2SDK::GameAssemblyBase + 0x4DC4114)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::PhysicMaterial* DLL2SDK::UnityEngine::UnityEngine::Collider::get_material_2981()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::PhysicMaterial*(*)(DLL2SDK::UnityEngine::UnityEngine::Collider*)>(DLL2SDK::GameAssemblyBase + 0x4DC41B4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Collider::set_material_2982(DLL2SDK::UnityEngine::UnityEngine::PhysicMaterial* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Collider*, DLL2SDK::UnityEngine::UnityEngine::PhysicMaterial*)>(DLL2SDK::GameAssemblyBase + 0x4DC424C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Collider::ClosestPoint_2983(DLL2SDK::UnityEngine::UnityEngine::Vector3 position_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Collider*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4DC42EC)(this, position_);
}
void DLL2SDK::UnityEngine::UnityEngine::Collider::INTERNAL_CALL_ClosestPoint_2984(DLL2SDK::UnityEngine::UnityEngine::Collider* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* position_, DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Collider*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4DC4340)(self_, position_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::PhysicMaterial* DLL2SDK::UnityEngine::UnityEngine::Collider::get_sharedMaterial_2985()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::PhysicMaterial*(*)(DLL2SDK::UnityEngine::UnityEngine::Collider*)>(DLL2SDK::GameAssemblyBase + 0x4DC43E8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Collider::set_sharedMaterial_2986(DLL2SDK::UnityEngine::UnityEngine::PhysicMaterial* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Collider*, DLL2SDK::UnityEngine::UnityEngine::PhysicMaterial*)>(DLL2SDK::GameAssemblyBase + 0x4DC4480)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Bounds DLL2SDK::UnityEngine::UnityEngine::Collider::get_bounds_2987()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Bounds(*)(DLL2SDK::UnityEngine::UnityEngine::Collider*)>(DLL2SDK::GameAssemblyBase + 0x4DC4520)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Collider::INTERNAL_get_bounds_2988(DLL2SDK::UnityEngine::UnityEngine::Bounds* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Collider*, DLL2SDK::UnityEngine::UnityEngine::Bounds*)>(DLL2SDK::GameAssemblyBase + 0x4DC456C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Collider::set_isIgnoredByWheel_2989(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Collider*, bool)>(DLL2SDK::GameAssemblyBase + 0x4DC460C)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Collider::Internal_Raycast_2990(DLL2SDK::UnityEngine::UnityEngine::Collider* col_, DLL2SDK::UnityEngine::UnityEngine::Ray ray_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit* hitInfo_, float maxDistance_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Collider*, DLL2SDK::UnityEngine::UnityEngine::Ray, DLL2SDK::UnityEngine::UnityEngine::RaycastHit*, float)>(DLL2SDK::GameAssemblyBase + 0x4DC46AC)(col_, ray_, hitInfo_, maxDistance_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Collider::INTERNAL_CALL_Internal_Raycast_2991(DLL2SDK::UnityEngine::UnityEngine::Collider* col_, DLL2SDK::UnityEngine::UnityEngine::Ray* ray_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit* hitInfo_, float maxDistance_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Collider*, DLL2SDK::UnityEngine::UnityEngine::Ray*, DLL2SDK::UnityEngine::UnityEngine::RaycastHit*, float)>(DLL2SDK::GameAssemblyBase + 0x4DC4700)(col_, ray_, hitInfo_, maxDistance_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Collider::Raycast_2992(DLL2SDK::UnityEngine::UnityEngine::Ray ray_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit* hitInfo_, float maxDistance_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Collider*, DLL2SDK::UnityEngine::UnityEngine::Ray, DLL2SDK::UnityEngine::UnityEngine::RaycastHit*, float)>(DLL2SDK::GameAssemblyBase + 0x4DC47B8)(this, ray_, hitInfo_, maxDistance_);
}
void DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer::SetColor_4136(DLL2SDK::UnityEngine::UnityEngine::Color color_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer*, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x464D35C)(this, color_);
}
void DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer::INTERNAL_CALL_SetColor_4137(DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer* self_, DLL2SDK::UnityEngine::UnityEngine::Color* color_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer*, DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x464D384)(self_, color_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer::GetColor_4138()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer*)>(DLL2SDK::GameAssemblyBase + 0x464D424)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer::INTERNAL_CALL_GetColor_4139(DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer* self_, DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer*, DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x464D458)(self_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer::EnableRectClipping_4140(DLL2SDK::UnityEngine::UnityEngine::Rect rect_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer*, DLL2SDK::UnityEngine::UnityEngine::Rect)>(DLL2SDK::GameAssemblyBase + 0x464D4F8)(this, rect_);
}
void DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer::INTERNAL_CALL_EnableRectClipping_4141(DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer* self_, DLL2SDK::UnityEngine::UnityEngine::Rect* rect_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer*, DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x464D520)(self_, rect_);
}
void DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer::DisableRectClipping_4142()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer*)>(DLL2SDK::GameAssemblyBase + 0x464D5C0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer::set_hasPopInstruction_4143(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer*, bool)>(DLL2SDK::GameAssemblyBase + 0x464D658)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer::get_materialCount_4144()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer*)>(DLL2SDK::GameAssemblyBase + 0x464D6F8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer::set_materialCount_4145(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x464D790)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer::SetMaterial_4146(DLL2SDK::UnityEngine::UnityEngine::Material* material_, int32_t index_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer*, DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x464D830)(this, material_, index_);
}
void DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer::SetMaterial_4147(DLL2SDK::UnityEngine::UnityEngine::Material* material_, DLL2SDK::UnityEngine::UnityEngine::Texture* texture_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer*, DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x464D8D8)(this, material_, texture_);
}
void DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer::set_popMaterialCount_4148(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x464D9D0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer::SetPopMaterial_4149(DLL2SDK::UnityEngine::UnityEngine::Material* material_, int32_t index_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer*, DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x464DA70)(this, material_, index_);
}
void DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer::SetTexture_4150(DLL2SDK::UnityEngine::UnityEngine::Texture* texture_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer*, DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x464D930)(this, texture_);
}
void DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer::SetAlphaTexture_4151(DLL2SDK::UnityEngine::UnityEngine::Texture* texture_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer*, DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x464DB18)(this, texture_);
}
void DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer::SetMesh_4152(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer*, DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x464DBB8)(this, mesh_);
}
void DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer::Clear_4153()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer*)>(DLL2SDK::GameAssemblyBase + 0x464DC58)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer::SplitUIVertexStreams_4154(DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::UIVertex>* verts_, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector3>* positions_, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Color32>* colors_, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector2>* uv0S_, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector2>* uv1S_, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector3>* normals_, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector4>* tangents_, DLL2SDK::mscorlib::System::Collections::Generic::List_1<int32_t>* indicies_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::UIVertex>*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector3>*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Color32>*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector2>*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector2>*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector3>*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector4>*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<int32_t>*)>(DLL2SDK::GameAssemblyBase + 0x464DCF0)(verts_, positions_, colors_, uv0S_, uv1S_, normals_, tangents_, indicies_);
}
void DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer::SplitUIVertexStreamsInternal_4155(DLL2SDK::mscorlib::System::Object* verts_, DLL2SDK::mscorlib::System::Object* positions_, DLL2SDK::mscorlib::System::Object* colors_, DLL2SDK::mscorlib::System::Object* uv0S_, DLL2SDK::mscorlib::System::Object* uv1S_, DLL2SDK::mscorlib::System::Object* normals_, DLL2SDK::mscorlib::System::Object* tangents_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::Object*, DLL2SDK::mscorlib::System::Object*, DLL2SDK::mscorlib::System::Object*, DLL2SDK::mscorlib::System::Object*, DLL2SDK::mscorlib::System::Object*, DLL2SDK::mscorlib::System::Object*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x464DD38)(verts_, positions_, colors_, uv0S_, uv1S_, normals_, tangents_);
}
void DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer::SplitIndiciesStreamsInternal_4156(DLL2SDK::mscorlib::System::Object* verts_, DLL2SDK::mscorlib::System::Object* indicies_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::Object*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x464DE08)(verts_, indicies_);
}
void DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer::CreateUIVertexStream_4157(DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::UIVertex>* verts_, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector3>* positions_, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Color32>* colors_, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector2>* uv0S_, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector2>* uv1S_, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector3>* normals_, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector4>* tangents_, DLL2SDK::mscorlib::System::Collections::Generic::List_1<int32_t>* indicies_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::UIVertex>*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector3>*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Color32>*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector2>*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector2>*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector3>*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector4>*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<int32_t>*)>(DLL2SDK::GameAssemblyBase + 0x464DEA8)(verts_, positions_, colors_, uv0S_, uv1S_, normals_, tangents_, indicies_);
}
void DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer::CreateUIVertexStreamInternal_4158(DLL2SDK::mscorlib::System::Object* verts_, DLL2SDK::mscorlib::System::Object* positions_, DLL2SDK::mscorlib::System::Object* colors_, DLL2SDK::mscorlib::System::Object* uv0S_, DLL2SDK::mscorlib::System::Object* uv1S_, DLL2SDK::mscorlib::System::Object* normals_, DLL2SDK::mscorlib::System::Object* tangents_, DLL2SDK::mscorlib::System::Object* indicies_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::Object*, DLL2SDK::mscorlib::System::Object*, DLL2SDK::mscorlib::System::Object*, DLL2SDK::mscorlib::System::Object*, DLL2SDK::mscorlib::System::Object*, DLL2SDK::mscorlib::System::Object*, DLL2SDK::mscorlib::System::Object*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x464DEE4)(verts_, positions_, colors_, uv0S_, uv1S_, normals_, tangents_, indicies_);
}
bool DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer::get_cull_4159()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer*)>(DLL2SDK::GameAssemblyBase + 0x464DFC8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer::set_cull_4160(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer*, bool)>(DLL2SDK::GameAssemblyBase + 0x464E060)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer::get_absoluteDepth_4161()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer*)>(DLL2SDK::GameAssemblyBase + 0x464E100)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer::get_hasMoved_4162()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::CanvasRenderer*)>(DLL2SDK::GameAssemblyBase + 0x464E198)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::CanvasGroup::get_alpha_4130()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::CanvasGroup*)>(DLL2SDK::GameAssemblyBase + 0x464D058)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::CanvasGroup::set_alpha_4131(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CanvasGroup*, float)>(DLL2SDK::GameAssemblyBase + 0x464D0F0)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::CanvasGroup::get_interactable_4132()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::CanvasGroup*)>(DLL2SDK::GameAssemblyBase + 0x464D190)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::CanvasGroup::get_blocksRaycasts_4133()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::CanvasGroup*)>(DLL2SDK::GameAssemblyBase + 0x464D228)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::CanvasGroup::get_ignoreParentGroups_4134()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::CanvasGroup*)>(DLL2SDK::GameAssemblyBase + 0x464D2C0)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::CanvasGroup::IsRaycastLocationValid_4135(DLL2SDK::UnityEngine::UnityEngine::Vector2 sp_, DLL2SDK::UnityEngine::UnityEngine::Camera* eventCamera_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::CanvasGroup*, DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Camera*, void*)>(Data.methodPtr)(this, sp_, eventCamera_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Behaviour::_ctor_1975()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Behaviour*)>(DLL2SDK::GameAssemblyBase + 0x46455D0)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Behaviour::get_enabled_1976()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Behaviour*)>(DLL2SDK::GameAssemblyBase + 0x46455D8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Behaviour::set_enabled_1977(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Behaviour*, bool)>(DLL2SDK::GameAssemblyBase + 0x4645670)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Behaviour::get_isActiveAndEnabled_1978()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Behaviour*)>(DLL2SDK::GameAssemblyBase + 0x4645710)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::RectTransformUtility::ScreenPointToWorldPointInRectangle_4089(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rect_, DLL2SDK::UnityEngine::UnityEngine::Vector2 screenPoint_, DLL2SDK::UnityEngine::UnityEngine::Camera* cam_, DLL2SDK::UnityEngine::UnityEngine::Vector3* worldPoint_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4AF471C)(rect_, screenPoint_, cam_, worldPoint_);
}
bool DLL2SDK::UnityEngine::UnityEngine::RectTransformUtility::ScreenPointToLocalPointInRectangle_4090(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rect_, DLL2SDK::UnityEngine::UnityEngine::Vector2 screenPoint_, DLL2SDK::UnityEngine::UnityEngine::Camera* cam_, DLL2SDK::UnityEngine::UnityEngine::Vector2* localPoint_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4AF4B08)(rect_, screenPoint_, cam_, localPoint_);
}
DLL2SDK::UnityEngine::UnityEngine::Ray DLL2SDK::UnityEngine::UnityEngine::RectTransformUtility::ScreenPointToRay_4091(DLL2SDK::UnityEngine::UnityEngine::Camera* cam_, DLL2SDK::UnityEngine::UnityEngine::Vector2 screenPos_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Ray(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4AF4938)(cam_, screenPos_);
}
void DLL2SDK::UnityEngine::UnityEngine::RectTransformUtility::FlipLayoutOnAxis_4092(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rect_, int32_t axis_, bool keepPositioning_, bool recursive_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, int32_t, bool, bool)>(DLL2SDK::GameAssemblyBase + 0x4AF4C6C)(rect_, axis_, keepPositioning_, recursive_);
}
void DLL2SDK::UnityEngine::UnityEngine::RectTransformUtility::FlipLayoutAxes_4093(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rect_, bool keepPositioning_, bool recursive_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, bool, bool)>(DLL2SDK::GameAssemblyBase + 0x4AF505C)(rect_, keepPositioning_, recursive_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::RectTransformUtility::GetTransposed_4094(DLL2SDK::UnityEngine::UnityEngine::Vector2 input_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4AF5440)(input_);
}
bool DLL2SDK::UnityEngine::UnityEngine::RectTransformUtility::RectangleContainsScreenPoint_4095(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rect_, DLL2SDK::UnityEngine::UnityEngine::Vector2 screenPoint_, DLL2SDK::UnityEngine::UnityEngine::Camera* cam_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x4AF547C)(rect_, screenPoint_, cam_);
}
bool DLL2SDK::UnityEngine::UnityEngine::RectTransformUtility::INTERNAL_CALL_RectangleContainsScreenPoint_4096(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rect_, DLL2SDK::UnityEngine::UnityEngine::Vector2* screenPoint_, DLL2SDK::UnityEngine::UnityEngine::Camera* cam_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::UnityEngine::UnityEngine::Vector2*, DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x4AF5538)(rect_, screenPoint_, cam_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::RectTransformUtility::PixelAdjustPoint_4097(DLL2SDK::UnityEngine::UnityEngine::Vector2 point_, DLL2SDK::UnityEngine::UnityEngine::Transform* elementTransform_, DLL2SDK::UnityEngine::UnityEngine::Canvas* canvas_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Canvas*)>(DLL2SDK::GameAssemblyBase + 0x4AF55E0)(point_, elementTransform_, canvas_);
}
void DLL2SDK::UnityEngine::UnityEngine::RectTransformUtility::INTERNAL_CALL_PixelAdjustPoint_4098(DLL2SDK::UnityEngine::UnityEngine::Vector2* point_, DLL2SDK::UnityEngine::UnityEngine::Transform* elementTransform_, DLL2SDK::UnityEngine::UnityEngine::Canvas* canvas_, DLL2SDK::UnityEngine::UnityEngine::Vector2* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2*, DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Canvas*, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4AF56C0)(point_, elementTransform_, canvas_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine::UnityEngine::RectTransformUtility::PixelAdjustRect_4099(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rectTransform_, DLL2SDK::UnityEngine::UnityEngine::Canvas* canvas_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::UnityEngine::UnityEngine::Canvas*)>(DLL2SDK::GameAssemblyBase + 0x4AF5770)(rectTransform_, canvas_);
}
void DLL2SDK::UnityEngine::UnityEngine::RectTransformUtility::INTERNAL_CALL_PixelAdjustRect_4100(DLL2SDK::UnityEngine::UnityEngine::RectTransform* rectTransform_, DLL2SDK::UnityEngine::UnityEngine::Canvas* canvas_, DLL2SDK::UnityEngine::UnityEngine::Rect* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::UnityEngine::UnityEngine::Canvas*, DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x4AF583C)(rectTransform_, canvas_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RectTransformUtility::_cctor_4101()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4AF58E4)();
}
void DLL2SDK::UnityEngine::UnityEngine::UIVertex::_cctor_4088()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4D6EA18)();
}
DLL2SDK::UnityEngine::UnityEngine::Material* DLL2SDK::UnityEngine::UnityEngine::Font::get_material_4074()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Material*(*)(DLL2SDK::UnityEngine::UnityEngine::Font*)>(DLL2SDK::GameAssemblyBase + 0x4702210)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Font::HasCharacter_4075(wchar_t c_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Font*, wchar_t)>(DLL2SDK::GameAssemblyBase + 0x47022A8)(this, c_);
}
DLL2SDK::Array<DLL2SDK::mscorlib::System::String*>* DLL2SDK::UnityEngine::UnityEngine::Font::get_fontNames_4076()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::mscorlib::System::String*>*(*)(DLL2SDK::UnityEngine::UnityEngine::Font*)>(DLL2SDK::GameAssemblyBase + 0x4702348)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Font::RequestCharactersInTexture_4077(DLL2SDK::mscorlib::System::String* characters_, int32_t size_, DLL2SDK::UnityEngine::UnityEngine::FontStyle style_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Font*, DLL2SDK::mscorlib::System::String*, int32_t, DLL2SDK::UnityEngine::UnityEngine::FontStyle)>(DLL2SDK::GameAssemblyBase + 0x47023E0)(this, characters_, size_, style_);
}
void DLL2SDK::UnityEngine::UnityEngine::Font::add_textureRebuilt_4078(DLL2SDK::mscorlib::System::Action_1<DLL2SDK::UnityEngine::UnityEngine::Font*>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::Action_1<DLL2SDK::UnityEngine::UnityEngine::Font*>*)>(DLL2SDK::GameAssemblyBase + 0x4702490)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Font::remove_textureRebuilt_4079(DLL2SDK::mscorlib::System::Action_1<DLL2SDK::UnityEngine::UnityEngine::Font*>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::Action_1<DLL2SDK::UnityEngine::UnityEngine::Font*>*)>(DLL2SDK::GameAssemblyBase + 0x4702668)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Font::InvokeTextureRebuilt_Internal_4080(DLL2SDK::UnityEngine::UnityEngine::Font* font_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Font*)>(DLL2SDK::GameAssemblyBase + 0x4702848)(font_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Font::GetCharacterInfo_4081(wchar_t ch_, DLL2SDK::UnityEngine::UnityEngine::CharacterInfo* info_, int32_t size_, DLL2SDK::UnityEngine::UnityEngine::FontStyle style_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Font*, wchar_t, DLL2SDK::UnityEngine::UnityEngine::CharacterInfo*, int32_t, DLL2SDK::UnityEngine::UnityEngine::FontStyle)>(DLL2SDK::GameAssemblyBase + 0x47029B0)(this, ch_, info_, size_, style_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Font::get_dynamic_4082()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Font*)>(DLL2SDK::GameAssemblyBase + 0x4702A60)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Font::get_fontSize_4083()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Font*)>(DLL2SDK::GameAssemblyBase + 0x4702AF8)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::CharacterInfo::get_advance_4061()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterInfo*)>(DLL2SDK::GameAssemblyBase + 0x464FFB4)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::CharacterInfo::get_minY_4062()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterInfo*)>(DLL2SDK::GameAssemblyBase + 0x4650008)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::CharacterInfo::get_maxY_4063()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterInfo*)>(DLL2SDK::GameAssemblyBase + 0x4650070)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::CharacterInfo::get_minX_4064()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterInfo*)>(DLL2SDK::GameAssemblyBase + 0x46500B8)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::CharacterInfo::get_maxX_4065()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterInfo*)>(DLL2SDK::GameAssemblyBase + 0x4650120)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::CharacterInfo::get_uvBottomLeftUnFlipped_4066()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterInfo*)>(DLL2SDK::GameAssemblyBase + 0x46501C4)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::CharacterInfo::get_uvBottomRightUnFlipped_4067()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterInfo*)>(DLL2SDK::GameAssemblyBase + 0x4650254)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::CharacterInfo::get_uvTopRightUnFlipped_4068()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterInfo*)>(DLL2SDK::GameAssemblyBase + 0x46502FC)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::CharacterInfo::get_uvTopLeftUnFlipped_4069()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterInfo*)>(DLL2SDK::GameAssemblyBase + 0x4650390)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::CharacterInfo::get_uvBottomLeft_4070()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterInfo*)>(DLL2SDK::GameAssemblyBase + 0x46503CC)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::CharacterInfo::get_uvBottomRight_4071()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterInfo*)>(DLL2SDK::GameAssemblyBase + 0x4650440)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::CharacterInfo::get_uvTopRight_4072()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterInfo*)>(DLL2SDK::GameAssemblyBase + 0x465047C)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::CharacterInfo::get_uvTopLeft_4073()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterInfo*)>(DLL2SDK::GameAssemblyBase + 0x46504F0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextMesh::set_text_4060(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextMesh*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4D657B0)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUIElement::HitTest_90(DLL2SDK::UnityEngine::UnityEngine::Vector3 screenPosition_, DLL2SDK::UnityEngine::UnityEngine::Camera* camera_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::GUIElement*, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x471980C)(this, screenPosition_, camera_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUIElement::HitTest_91(DLL2SDK::UnityEngine::UnityEngine::Vector3 screenPosition_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::GUIElement*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x47198E4)(this, screenPosition_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUIElement::INTERNAL_CALL_HitTest_92(DLL2SDK::UnityEngine::UnityEngine::GUIElement* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* screenPosition_, DLL2SDK::UnityEngine::UnityEngine::Camera* camera_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::GUIElement*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x471983C)(self_, screenPosition_, camera_);
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine::UnityEngine::GUIElement::GetScreenRect_93()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(DLL2SDK::UnityEngine::UnityEngine::GUIElement*)>(DLL2SDK::GameAssemblyBase + 0x471990C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIElement::INTERNAL_CALL_GetScreenRect_94(DLL2SDK::UnityEngine::UnityEngine::GUIElement* self_, DLL2SDK::UnityEngine::UnityEngine::Camera* camera_, DLL2SDK::UnityEngine::UnityEngine::Rect* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIElement*, DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x4719944)(self_, camera_, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::TextGenerationSettings::CompareColors_4024(DLL2SDK::UnityEngine::UnityEngine::Color left_, DLL2SDK::UnityEngine::UnityEngine::Color right_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerationSettings*, DLL2SDK::UnityEngine::UnityEngine::Color, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4D63A74)(this, left_, right_);
}
bool DLL2SDK::UnityEngine::UnityEngine::TextGenerationSettings::CompareVector2_4025(DLL2SDK::UnityEngine::UnityEngine::Vector2 left_, DLL2SDK::UnityEngine::UnityEngine::Vector2 right_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerationSettings*, DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4D63BC0)(this, left_, right_);
}
bool DLL2SDK::UnityEngine::UnityEngine::TextGenerationSettings::Equals_4026(DLL2SDK::UnityEngine::UnityEngine::TextGenerationSettings other_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerationSettings*, DLL2SDK::UnityEngine::UnityEngine::TextGenerationSettings)>(DLL2SDK::GameAssemblyBase + 0x4D63F08)(this, other_);
}
DLL2SDK::UnityEngine::UnityEngine::TerrainData* DLL2SDK::UnityEngine::UnityEngine::Terrain::GetTerrainDataInternal_4013()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::TerrainData*(*)(DLL2SDK::UnityEngine::UnityEngine::Terrain*)>(DLL2SDK::GameAssemblyBase + 0x4EB3740)(this);
}
DLL2SDK::UnityEngine::UnityEngine::TerrainData* DLL2SDK::UnityEngine::UnityEngine::Terrain::get_terrainData_4014()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::TerrainData*(*)(DLL2SDK::UnityEngine::UnityEngine::Terrain*)>(DLL2SDK::GameAssemblyBase + 0x4EB37D8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Terrain::set_terrainData_4015(DLL2SDK::UnityEngine::UnityEngine::TerrainData* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Terrain*, DLL2SDK::UnityEngine::UnityEngine::TerrainData*)>(DLL2SDK::GameAssemblyBase + 0x4EB3870)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Terrain::set_basemapDistance_4016(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Terrain*, float)>(DLL2SDK::GameAssemblyBase + 0x4EB3910)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Terrain::set_lightmapIndex_4017(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Terrain*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4EB39B0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Terrain::set_lightmapScaleOffset_4018(DLL2SDK::UnityEngine::UnityEngine::Vector4 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Terrain*, DLL2SDK::UnityEngine::UnityEngine::Vector4)>(DLL2SDK::GameAssemblyBase + 0x4EB3A50)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Terrain::INTERNAL_set_lightmapScaleOffset_4019(DLL2SDK::UnityEngine::UnityEngine::Vector4* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Terrain*, DLL2SDK::UnityEngine::UnityEngine::Vector4*)>(DLL2SDK::GameAssemblyBase + 0x4EB3A74)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Terrain::set_materialType_4020(DLL2SDK::UnityEngine::UnityEngine::Terrain_MaterialType value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Terrain*, DLL2SDK::UnityEngine::UnityEngine::Terrain_MaterialType)>(DLL2SDK::GameAssemblyBase + 0x4EB3B14)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Terrain::set_materialTemplate_4021(DLL2SDK::UnityEngine::UnityEngine::Material* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Terrain*, DLL2SDK::UnityEngine::UnityEngine::Material*)>(DLL2SDK::GameAssemblyBase + 0x4EB3BB4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Terrain::SetNeighbors_4022(DLL2SDK::UnityEngine::UnityEngine::Terrain* left_, DLL2SDK::UnityEngine::UnityEngine::Terrain* top_, DLL2SDK::UnityEngine::UnityEngine::Terrain* right_, DLL2SDK::UnityEngine::UnityEngine::Terrain* bottom_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Terrain*, DLL2SDK::UnityEngine::UnityEngine::Terrain*, DLL2SDK::UnityEngine::UnityEngine::Terrain*, DLL2SDK::UnityEngine::UnityEngine::Terrain*, DLL2SDK::UnityEngine::UnityEngine::Terrain*)>(DLL2SDK::GameAssemblyBase + 0x4EB3C54)(this, left_, top_, right_, bottom_);
}
void DLL2SDK::UnityEngine::UnityEngine::Terrain::Flush_4023()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Terrain*)>(DLL2SDK::GameAssemblyBase + 0x4EB3D04)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TerrainData::_ctor_3972(bool onlyUsedForPxHeightfield_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainData*, bool)>(DLL2SDK::GameAssemblyBase + 0x4D5B944)(this, onlyUsedForPxHeightfield_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::TerrainData::Internal_GetMaximumResolution_3973()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4D5BA9C)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::TerrainData::Internal_GetMinimumDetailResolutionPerPatch_3974()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4D5BB2C)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::TerrainData::Internal_GetMaximumDetailResolutionPerPatch_3975()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4D5BBBC)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::TerrainData::Internal_GetMaximumDetailPatchCount_3976()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4D5BC4C)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::TerrainData::Internal_GetMinimumAlphamapResolution_3977()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4D5BCDC)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::TerrainData::Internal_GetMaximumAlphamapResolution_3978()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4D5BD6C)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::TerrainData::Internal_GetMinimumBaseMapResolution_3979()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4D5BDFC)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::TerrainData::Internal_GetMaximumBaseMapResolution_3980()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4D5BE8C)();
}
void DLL2SDK::UnityEngine::UnityEngine::TerrainData::Internal_Create_3981(DLL2SDK::UnityEngine::UnityEngine::TerrainData* terrainData_, bool onlyUsedForPxHeightfield_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainData*, DLL2SDK::UnityEngine::UnityEngine::TerrainData*, bool)>(DLL2SDK::GameAssemblyBase + 0x4D5B9F4)(this, terrainData_, onlyUsedForPxHeightfield_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::TerrainData::get_heightmapWidth_3982()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainData*)>(DLL2SDK::GameAssemblyBase + 0x4D5BF1C)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::TerrainData::get_heightmapHeight_3983()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainData*)>(DLL2SDK::GameAssemblyBase + 0x4D5BFB4)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::TerrainData::get_heightmapResolution_3984()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainData*)>(DLL2SDK::GameAssemblyBase + 0x4D5C04C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TerrainData::set_heightmapResolution_3985(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainData*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D5C0E8)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::TerrainData::get_Internal_heightmapResolution_3986()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainData*)>(DLL2SDK::GameAssemblyBase + 0x4D5C050)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TerrainData::set_Internal_heightmapResolution_3987(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainData*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D5C31C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::TerrainData::get_size_3988()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainData*)>(DLL2SDK::GameAssemblyBase + 0x4D5C3BC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TerrainData::set_size_3989(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainData*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D5C4A4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::TerrainData::INTERNAL_get_size_3990(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainData*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4D5C404)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::TerrainData::INTERNAL_set_size_3991(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainData*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4D5C4C4)(this, value_);
}
DLL2SDK::Array<float>* DLL2SDK::UnityEngine::UnityEngine::TerrainData::GetHeights_3992(int32_t xBase_, int32_t yBase_, int32_t width_, int32_t height_)
{
return reinterpret_cast<DLL2SDK::Array<float>*(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainData*, int32_t, int32_t, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D5C564)(this, xBase_, yBase_, width_, height_);
}
void DLL2SDK::UnityEngine::UnityEngine::TerrainData::SetHeights_3993(int32_t xBase_, int32_t yBase_, DLL2SDK::Array<float>* heights_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainData*, int32_t, int32_t, DLL2SDK::Array<float>*)>(DLL2SDK::GameAssemblyBase + 0x4D5C614)(this, xBase_, yBase_, heights_);
}
void DLL2SDK::UnityEngine::UnityEngine::TerrainData::Internal_SetHeights_3994(int32_t xBase_, int32_t yBase_, int32_t width_, int32_t height_, DLL2SDK::Array<float>* heights_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainData*, int32_t, int32_t, int32_t, int32_t, DLL2SDK::Array<float>*)>(DLL2SDK::GameAssemblyBase + 0x4D5CAAC)(this, xBase_, yBase_, width_, height_, heights_);
}
void DLL2SDK::UnityEngine::UnityEngine::TerrainData::InitPxHeightField_3995(int32_t heightmapResolution_, DLL2SDK::UnityEngine::UnityEngine::Vector3 size_, DLL2SDK::Array<float>* heights_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Rect>* holes_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainData*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::Array<float>*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Rect>*)>(DLL2SDK::GameAssemblyBase + 0x4D5CB5C)(this, heightmapResolution_, size_, heights_, holes_);
}
void DLL2SDK::UnityEngine::UnityEngine::TerrainData::Internal_InitPxHeightField_3996(int32_t heightmapResolution_, DLL2SDK::UnityEngine::UnityEngine::Vector3 size_, int32_t width_, int32_t height_, DLL2SDK::Array<float>* heights_, int32_t holeCount_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Rect>* holes_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainData*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Vector3, int32_t, int32_t, DLL2SDK::Array<float>*, int32_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Rect>*)>(DLL2SDK::GameAssemblyBase + 0x4D5CC94)(this, heightmapResolution_, size_, width_, height_, heights_, holeCount_, holes_);
}
void DLL2SDK::UnityEngine::UnityEngine::TerrainData::INTERNAL_CALL_Internal_InitPxHeightField_3997(DLL2SDK::UnityEngine::UnityEngine::TerrainData* self_, int32_t heightmapResolution_, DLL2SDK::UnityEngine::UnityEngine::Vector3* size_, int32_t width_, int32_t height_, DLL2SDK::Array<float>* heights_, int32_t holeCount_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Rect>* holes_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainData*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Vector3*, int32_t, int32_t, DLL2SDK::Array<float>*, int32_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Rect>*)>(DLL2SDK::GameAssemblyBase + 0x4D5CD74)(self_, heightmapResolution_, size_, width_, height_, heights_, holeCount_, holes_);
}
void DLL2SDK::UnityEngine::UnityEngine::TerrainData::ReleasePxHeightField_3998()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainData*)>(DLL2SDK::GameAssemblyBase + 0x4D5CE58)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TerrainData::SetDetailResolution_3999(int32_t detailResolution_, int32_t resolutionPerPatch_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainData*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D5CEF0)(this, detailResolution_, resolutionPerPatch_);
}
void DLL2SDK::UnityEngine::UnityEngine::TerrainData::Internal_SetDetailResolution_4000(int32_t patchCount_, int32_t resolutionPerPatch_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainData*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D5D5D0)(this, patchCount_, resolutionPerPatch_);
}
void DLL2SDK::UnityEngine::UnityEngine::TerrainData::set_treeInstances_4001(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::TreeInstance>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainData*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::TreeInstance>*)>(DLL2SDK::GameAssemblyBase + 0x4D5D678)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::TerrainData::set_treePrototypes_4002(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::TreePrototype*>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainData*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::TreePrototype*>*)>(DLL2SDK::GameAssemblyBase + 0x4D5D718)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::TerrainData::get_alphamapLayers_4003()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainData*)>(DLL2SDK::GameAssemblyBase + 0x4D5D7B8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TerrainData::set_alphamapResolution_4004(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainData*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D5D850)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::TerrainData::GetAlphamapResolutionInternal_4005()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainData*)>(DLL2SDK::GameAssemblyBase + 0x4D5DD98)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TerrainData::set_Internal_alphamapResolution_4006(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainData*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D5DCF8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::TerrainData::set_baseMapResolution_4007(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainData*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D5DE30)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::TerrainData::set_Internal_baseMapResolution_4008(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainData*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D5E2D8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::TerrainData::SetAlphamaps_4009(int32_t x_, int32_t y_, DLL2SDK::Array<float>* map_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainData*, int32_t, int32_t, DLL2SDK::Array<float>*)>(DLL2SDK::GameAssemblyBase + 0x4D5E378)(this, x_, y_, map_);
}
void DLL2SDK::UnityEngine::UnityEngine::TerrainData::Internal_SetAlphamaps_4010(int32_t x_, int32_t y_, int32_t width_, int32_t height_, DLL2SDK::Array<float>* map_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainData*, int32_t, int32_t, int32_t, int32_t, DLL2SDK::Array<float>*)>(DLL2SDK::GameAssemblyBase + 0x4D5E560)(this, x_, y_, width_, height_, map_);
}
void DLL2SDK::UnityEngine::UnityEngine::TerrainData::set_splatPrototypes_4011(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::SplatPrototype*>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainData*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::SplatPrototype*>*)>(DLL2SDK::GameAssemblyBase + 0x4D5E610)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::TerrainData::_cctor_4012()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4D5E6B0)();
}
void DLL2SDK::UnityEngine::UnityEngine::SplatPrototype::_ctor_3963()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SplatPrototype*)>(DLL2SDK::GameAssemblyBase + 0x4EAD844)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::SplatPrototype::set_texture_3964(DLL2SDK::UnityEngine::UnityEngine::Texture2D* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SplatPrototype*, DLL2SDK::UnityEngine::UnityEngine::Texture2D*)>(DLL2SDK::GameAssemblyBase + 0x4EAD904)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::SplatPrototype::set_normalMap_3965(DLL2SDK::UnityEngine::UnityEngine::Texture2D* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SplatPrototype*, DLL2SDK::UnityEngine::UnityEngine::Texture2D*)>(DLL2SDK::GameAssemblyBase + 0x4EAD90C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::SplatPrototype::get_tileSize_3966()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::SplatPrototype*)>(DLL2SDK::GameAssemblyBase + 0x4EAD914)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::SplatPrototype::set_tileSize_3967(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SplatPrototype*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4EAD928)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::SplatPrototype::set_tileOffset_3968(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SplatPrototype*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4EAD934)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::SplatPrototype::set_specular_3969(DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SplatPrototype*, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4EAD940)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::SplatPrototype::set_metallic_3970(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SplatPrototype*, float)>(DLL2SDK::GameAssemblyBase + 0x4EAD94C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::SplatPrototype::set_smoothness_3971(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SplatPrototype*, float)>(DLL2SDK::GameAssemblyBase + 0x4EAD954)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::TreePrototype::_ctor_3960()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TreePrototype*)>(DLL2SDK::GameAssemblyBase + 0x4D6EA00)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TreePrototype::set_prefab_3961(DLL2SDK::UnityEngine::UnityEngine::GameObject* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TreePrototype*, DLL2SDK::UnityEngine::UnityEngine::GameObject*)>(DLL2SDK::GameAssemblyBase + 0x4D6EA08)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::TreePrototype::set_bendFactor_3962(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TreePrototype*, float)>(DLL2SDK::GameAssemblyBase + 0x4D6EA10)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Motion::_ctor_3958()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Motion*)>(DLL2SDK::GameAssemblyBase + 0x4ADFBD0)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Motion::get_isLooping_3959()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Motion*)>(DLL2SDK::GameAssemblyBase + 0x4ADFC74)(this);
}
DLL2SDK::mscorlib::System::Object* DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle::GetScriptInstance_2316(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* playable_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Object*(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD7578)(playable_);
}
DLL2SDK::mscorlib::System::Object* DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle::INTERNAL_CALL_GetScriptInstance_2317(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* playable_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Object*(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD757C)(playable_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle::SetScriptInstance_2318(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* playable_, DLL2SDK::mscorlib::System::Object* scriptInstance_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4DD7614)(playable_, scriptInstance_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle::INTERNAL_CALL_SetScriptInstance_2319(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* playable_, DLL2SDK::mscorlib::System::Object* scriptInstance_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4DD7618)(playable_, scriptInstance_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle::IsValid_2320()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD76BC)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle::IsValidInternal_2321(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* playable_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD76B8)(playable_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle::INTERNAL_CALL_IsValidInternal_2322(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* playable_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD76C4)(playable_);
}
DLL2SDK::mscorlib::System::Type* DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle::GetPlayableTypeOf_2323(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* playable_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Type*(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD775C)(playable_);
}
DLL2SDK::mscorlib::System::Type* DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle::INTERNAL_CALL_GetPlayableTypeOf_2324(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* playable_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Type*(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD7760)(playable_);
}
DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle::get_Null_2325()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle(*)()>(DLL2SDK::GameAssemblyBase + 0x4DD3AD8)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle::get_inputCount_2326()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD77FC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle::set_inputCount_2327(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD7808)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle::get_outputCount_2328()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD7820)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle::GetInputCountInternal_2329(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* playable_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD77F8)(playable_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle::INTERNAL_CALL_GetInputCountInternal_2330(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* playable_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD7828)(playable_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle::SetInputCountInternal_2331(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* playable_, int32_t count_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD7804)(playable_, count_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle::INTERNAL_CALL_SetInputCountInternal_2332(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* playable_, int32_t count_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD78C0)(playable_, count_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle::GetOutputCountInternal_2333(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* playable_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD781C)(playable_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle::INTERNAL_CALL_GetOutputCountInternal_2334(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* playable_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD7960)(playable_);
}
DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle::GetOutput_2335(int32_t outputPort_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD7A74)(this, outputPort_);
}
DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle::GetOutputInternal_2336(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* playable_, int32_t index_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD7A30)(playable_, index_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle::INTERNAL_CALL_GetOutputInternal_2337(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* playable_, int32_t index_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD7AB0)(playable_, index_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle::SetInputWeightFromIndexInternal_2338(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* playable_, int32_t index_, float weight_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4DD7B58)(playable_, index_, weight_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle::INTERNAL_CALL_SetInputWeightFromIndexInternal_2339(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* playable_, int32_t index_, float weight_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4DD7B70)(playable_, index_, weight_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle::SetInputWeight_2340(int32_t inputIndex_, float weight_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4DD7C54)(this, inputIndex_, weight_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle::op_Equality_2341(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle x_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle y_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle)>(DLL2SDK::GameAssemblyBase + 0x4DD7C94)(x_, y_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle::op_Inequality_2342(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle x_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle y_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle)>(DLL2SDK::GameAssemblyBase + 0x4DD7CFC)(x_, y_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle::Equals_2343(DLL2SDK::mscorlib::System::Object* p_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4DD7E04)(this, p_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle::GetHashCode_2344()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD7E0C)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle::CompareVersion_2345(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle lhs_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle rhs_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle)>(DLL2SDK::GameAssemblyBase + 0x4DD7CC8)(lhs_, rhs_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle::CheckInputBounds_2346(int32_t inputIndex_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD8218)(this, inputIndex_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle::CheckInputBounds_2347(int32_t inputIndex_, bool acceptAny_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x4DD8234)(this, inputIndex_, acceptAny_);
}
DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableOutput::InternalGetSourcePlayable_2358(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableOutput* output_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableOutput*)>(DLL2SDK::GameAssemblyBase + 0x4DD42C8)(output_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableOutput::INTERNAL_CALL_InternalGetSourcePlayable_2359(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableOutput* output_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableOutput*, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD824C)(output_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableOutput::InternalSetSourcePlayableWithoutRebind_2360(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableOutput* output_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* target_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableOutput*, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD435C)(output_, target_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableOutput::INTERNAL_CALL_InternalSetSourcePlayableWithoutRebind_2361(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableOutput* output_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* target_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableOutput*, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD82EC)(output_, target_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph::Connect_2362(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle source_, int32_t sourceOutputPort_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle destination_, int32_t destinationInputPort_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph*, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle, int32_t, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD72A0)(this, source_, sourceOutputPort_, destination_, destinationInputPort_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph::ConnectInternal_2363(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph* graph_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle source_, int32_t sourceOutputPort_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle destination_, int32_t destinationInputPort_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph*, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle, int32_t, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD7258)(graph_, source_, sourceOutputPort_, destination_, destinationInputPort_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph::INTERNAL_CALL_ConnectInternal_2364(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph* graph_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* source_, int32_t sourceOutputPort_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* destination_, int32_t destinationInputPort_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph*, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD72E0)(graph_, source_, sourceOutputPort_, destination_, destinationInputPort_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph::DestroyPlayable_2365(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle playable_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph*, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle)>(DLL2SDK::GameAssemblyBase + 0x4DD73BC)(this, playable_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph::InternalDestroyPlayable_2366(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph* graph_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* playable_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph*, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD73B8)(graph_, playable_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph::INTERNAL_CALL_InternalDestroyPlayable_2367(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph* graph_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* playable_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph*, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD73DC)(graph_, playable_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph::DestroySubgraph_2368(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle playable_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph*, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle)>(DLL2SDK::GameAssemblyBase + 0x4DD74B8)(this, playable_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph::InternalDestroySubgraph_2369(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph* graph_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle playable_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph*, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle)>(DLL2SDK::GameAssemblyBase + 0x4DD749C)(graph_, playable_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph::INTERNAL_CALL_InternalDestroySubgraph_2370(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph* graph_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* playable_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph*, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD74D8)(graph_, playable_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::Playable::_ctor_2348()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::Playable*)>(DLL2SDK::GameAssemblyBase + 0x4DD3A60)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::Playable::IsValid_2350()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::Playable*)>(DLL2SDK::GameAssemblyBase + 0x4DD7208)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationPlayable::_ctor_3929()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationPlayable*)>(DLL2SDK::GameAssemblyBase + 0x4DD2CC8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationLayerMixerPlayable::_ctor_3890()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationLayerMixerPlayable*)>(DLL2SDK::GameAssemblyBase + 0x4DD3384)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationLayerMixerPlayable::IsLayerAdditive_3891(uint32_t layerIndex_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationLayerMixerPlayable*, uint32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD338C)(this, layerIndex_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationLayerMixerPlayable::IsLayerAdditiveInternal_3892(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, uint32_t layerIndex_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, uint32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD3398)(handle_, layerIndex_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationLayerMixerPlayable::INTERNAL_CALL_IsLayerAdditiveInternal_3893(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, uint32_t layerIndex_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, uint32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD339C)(handle_, layerIndex_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationLayerMixerPlayable::SetLayerToAdditive_3894(uint32_t layerIndex_, bool value_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationLayerMixerPlayable*, uint32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x4DD343C)(this, layerIndex_, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationLayerMixerPlayable::SetLayerAdditiveInternal_3895(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, uint32_t layerIndex_, bool value_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, uint32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x4DD3460)(handle_, layerIndex_, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationLayerMixerPlayable::INTERNAL_CALL_SetLayerAdditiveInternal_3896(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, uint32_t layerIndex_, bool value_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, uint32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x4DD3478)(handle_, layerIndex_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationLayerMixerPlayable::SetMixerLayerMaskFromAvatarMask_3897(uint32_t layerIndex_, DLL2SDK::UnityEngine::UnityEngine::AvatarMask* mask_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationLayerMixerPlayable*, uint32_t, DLL2SDK::UnityEngine::UnityEngine::AvatarMask*)>(DLL2SDK::GameAssemblyBase + 0x4DD3520)(this, layerIndex_, mask_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationLayerMixerPlayable::SetLayerMaskFromAvatarMaskInternal_3898(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, uint32_t layerIndex_, DLL2SDK::UnityEngine::UnityEngine::AvatarMask* mask_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, uint32_t, DLL2SDK::UnityEngine::UnityEngine::AvatarMask*)>(DLL2SDK::GameAssemblyBase + 0x4DD3544)(handle_, layerIndex_, mask_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationLayerMixerPlayable::INTERNAL_CALL_SetLayerMaskFromAvatarMaskInternal_3899(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, uint32_t layerIndex_, DLL2SDK::UnityEngine::UnityEngine::AvatarMask* mask_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, uint32_t, DLL2SDK::UnityEngine::UnityEngine::AvatarMask*)>(DLL2SDK::GameAssemblyBase + 0x4DD355C)(handle_, layerIndex_, mask_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationMixerPlayable::_ctor_3889()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationMixerPlayable*)>(DLL2SDK::GameAssemblyBase + 0x4DD3604)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::_ctor_3734()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*)>(DLL2SDK::GameAssemblyBase + 0x4DD4380)(this);
}
DLL2SDK::UnityEngine::UnityEngine::RuntimeAnimatorController* DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetAnimatorControllerInternal_3736(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RuntimeAnimatorController*(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD43B0)(handle_);
}
DLL2SDK::UnityEngine::UnityEngine::RuntimeAnimatorController* DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_GetAnimatorControllerInternal_3737(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RuntimeAnimatorController*(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD43B4)(handle_);
}
float DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetFloat_3738(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD444C)(this, name_);
}
float DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetFloat_3739(int32_t id_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD445C)(this, id_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::SetFloat_3740(DLL2SDK::mscorlib::System::String* name_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, DLL2SDK::mscorlib::System::String*, float)>(DLL2SDK::GameAssemblyBase + 0x4DD446C)(this, name_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::SetFloat_3741(int32_t id_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4DD44A8)(this, id_, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetBool_3742(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD44E4)(this, name_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetBool_3743(int32_t id_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD44F4)(this, id_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::SetBool_3744(DLL2SDK::mscorlib::System::String* name_, bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, DLL2SDK::mscorlib::System::String*, bool)>(DLL2SDK::GameAssemblyBase + 0x4DD4504)(this, name_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::SetBool_3745(int32_t id_, bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x4DD4540)(this, id_, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetInteger_3746(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD457C)(this, name_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetInteger_3747(int32_t id_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD458C)(this, id_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::SetInteger_3748(DLL2SDK::mscorlib::System::String* name_, int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, DLL2SDK::mscorlib::System::String*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD459C)(this, name_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::SetInteger_3749(int32_t id_, int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD45D8)(this, id_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::SetTrigger_3750(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD4614)(this, name_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::SetTrigger_3751(int32_t id_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD4624)(this, id_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::ResetTrigger_3752(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD4634)(this, name_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::ResetTrigger_3753(int32_t id_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD4644)(this, id_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::IsParameterControlledByCurve_3754(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD4654)(this, name_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::IsParameterControlledByCurve_3755(int32_t id_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD4664)(this, id_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::get_layerCount_3756()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*)>(DLL2SDK::GameAssemblyBase + 0x4DD4674)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetLayerCountInternal_3757(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD467C)(handle_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_GetLayerCountInternal_3758(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD4680)(handle_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetLayerNameInternal_3759(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t layerIndex_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD4718)(handle_, layerIndex_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_GetLayerNameInternal_3760(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t layerIndex_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD471C)(handle_, layerIndex_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetLayerName_3761(int32_t layerIndex_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD47BC)(this, layerIndex_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetLayerIndexInternal_3762(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::mscorlib::System::String* layerName_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD47C8)(handle_, layerName_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_GetLayerIndexInternal_3763(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::mscorlib::System::String* layerName_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD47CC)(handle_, layerName_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetLayerIndex_3764(DLL2SDK::mscorlib::System::String* layerName_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD486C)(this, layerName_);
}
float DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetLayerWeightInternal_3765(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t layerIndex_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD4878)(handle_, layerIndex_);
}
float DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_GetLayerWeightInternal_3766(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t layerIndex_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD487C)(handle_, layerIndex_);
}
float DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetLayerWeight_3767(int32_t layerIndex_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD491C)(this, layerIndex_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::SetLayerWeightInternal_3768(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t layerIndex_, float weight_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4DD4928)(handle_, layerIndex_, weight_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_SetLayerWeightInternal_3769(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t layerIndex_, float weight_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4DD4940)(handle_, layerIndex_, weight_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::SetLayerWeight_3770(int32_t layerIndex_, float weight_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4DD49E8)(this, layerIndex_, weight_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::SetLayerBoneWeightInternal_3771(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t layerIndex_, DLL2SDK::mscorlib::System::String* bonePath_, float w_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, DLL2SDK::mscorlib::System::String*, float)>(DLL2SDK::GameAssemblyBase + 0x4DD4A0C)(handle_, layerIndex_, bonePath_, w_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_SetLayerBoneWeightInternal_3772(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t layerIndex_, DLL2SDK::mscorlib::System::String* bonePath_, float w_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, DLL2SDK::mscorlib::System::String*, float)>(DLL2SDK::GameAssemblyBase + 0x4DD4A2C)(handle_, layerIndex_, bonePath_, w_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::SetLayerBoneWeight_3773(int32_t layerIndex_, DLL2SDK::mscorlib::System::String* bonePath_, float w_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t, DLL2SDK::mscorlib::System::String*, float)>(DLL2SDK::GameAssemblyBase + 0x4DD4AE4)(this, layerIndex_, bonePath_, w_);
}
DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetCurrentAnimatorStateInfoInternal_3774(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t layerIndex_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD4B10)(handle_, layerIndex_);
}
DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_GetCurrentAnimatorStateInfoInternal_3775(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t layerIndex_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD4C08)(handle_, layerIndex_);
}
DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetCurrentAnimatorStateInfo_3776(int32_t layerIndex_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD4CA8)(this, layerIndex_);
}
DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetNextAnimatorStateInfoInternal_3777(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t layerIndex_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD4E08)(handle_, layerIndex_);
}
DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_GetNextAnimatorStateInfoInternal_3778(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t layerIndex_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD4F00)(handle_, layerIndex_);
}
DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetNextAnimatorStateInfo_3779(int32_t layerIndex_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD4FA0)(this, layerIndex_);
}
DLL2SDK::UnityEngine::UnityEngine::AnimatorTransitionInfo DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetAnimatorTransitionInfoInternal_3780(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t layerIndex_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimatorTransitionInfo(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD5100)(handle_, layerIndex_);
}
DLL2SDK::UnityEngine::UnityEngine::AnimatorTransitionInfo DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_GetAnimatorTransitionInfoInternal_3781(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t layerIndex_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimatorTransitionInfo(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD5134)(handle_, layerIndex_);
}
DLL2SDK::UnityEngine::UnityEngine::AnimatorTransitionInfo DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetAnimatorTransitionInfo_3782(int32_t layerIndex_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimatorTransitionInfo(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD51D4)(this, layerIndex_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::AnimatorClipInfo>* DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetCurrentAnimatorClipInfoInternal_3783(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t layerIndex_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::AnimatorClipInfo>*(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD5238)(handle_, layerIndex_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::AnimatorClipInfo>* DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_GetCurrentAnimatorClipInfoInternal_3784(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t layerIndex_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::AnimatorClipInfo>*(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD523C)(handle_, layerIndex_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::AnimatorClipInfo>* DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetCurrentAnimatorClipInfo_3785(int32_t layerIndex_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::AnimatorClipInfo>*(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD52DC)(this, layerIndex_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetCurrentAnimatorClipInfo_3786(int32_t layerIndex_, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::AnimatorClipInfo>* clips_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::AnimatorClipInfo>*)>(DLL2SDK::GameAssemblyBase + 0x4DD52E8)(this, layerIndex_, clips_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetNextAnimatorClipInfo_3787(int32_t layerIndex_, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::AnimatorClipInfo>* clips_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::AnimatorClipInfo>*)>(DLL2SDK::GameAssemblyBase + 0x4DD53FC)(this, layerIndex_, clips_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetAnimatorClipInfoInternal_3788(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t layerIndex_, bool isCurrent_, DLL2SDK::mscorlib::System::Object* clips_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, bool, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4DD53C8)(this, handle_, layerIndex_, isCurrent_, clips_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_GetAnimatorClipInfoInternal_3789(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable* self_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t layerIndex_, bool isCurrent_, DLL2SDK::mscorlib::System::Object* clips_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, bool, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4DD54DC)(self_, handle_, layerIndex_, isCurrent_, clips_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetAnimatorClipInfoCountInternal_3790(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t layerIndex_, bool current_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x4DD5594)(handle_, layerIndex_, current_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_GetAnimatorClipInfoCountInternal_3791(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t layerIndex_, bool current_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x4DD55AC)(handle_, layerIndex_, current_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetCurrentAnimatorClipInfoCount_3792(int32_t layerIndex_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD5654)(this, layerIndex_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetNextAnimatorClipInfoCount_3793(int32_t layerIndex_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD5678)(this, layerIndex_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::AnimatorClipInfo>* DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetNextAnimatorClipInfoInternal_3794(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t layerIndex_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::AnimatorClipInfo>*(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD569C)(handle_, layerIndex_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::AnimatorClipInfo>* DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_GetNextAnimatorClipInfoInternal_3795(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t layerIndex_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::AnimatorClipInfo>*(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD56A0)(handle_, layerIndex_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::AnimatorClipInfo>* DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetNextAnimatorClipInfo_3796(int32_t layerIndex_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::AnimatorClipInfo>*(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD5740)(this, layerIndex_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::ResolveHash_3797(int32_t hash_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD574C)(this, hash_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::ResolveHashInternal_3798(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t hash_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD5758)(handle_, hash_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_ResolveHashInternal_3799(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t hash_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD575C)(handle_, hash_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::IsInTransitionInternal_3800(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t layerIndex_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD57FC)(handle_, layerIndex_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_IsInTransitionInternal_3801(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t layerIndex_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD5800)(handle_, layerIndex_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::IsInTransition_3802(int32_t layerIndex_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD58A0)(this, layerIndex_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetParameterCountInternal_3803(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD58AC)(handle_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_GetParameterCountInternal_3804(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD58B0)(handle_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::get_parameterCount_3805()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*)>(DLL2SDK::GameAssemblyBase + 0x4DD5948)(this);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::AnimatorControllerParameter*>* DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetParametersArrayInternal_3806(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::AnimatorControllerParameter*>*(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD5950)(handle_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::AnimatorControllerParameter*>* DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_GetParametersArrayInternal_3807(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::AnimatorControllerParameter*>*(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD5954)(handle_);
}
DLL2SDK::UnityEngine::UnityEngine::AnimatorControllerParameter* DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetParameter_3808(int32_t index_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimatorControllerParameter*(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD59EC)(this, index_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::StringToHash_3809(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD5AFC)(name_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::CrossFadeInFixedTime_3810(DLL2SDK::mscorlib::System::String* stateName_, float transitionDuration_, int32_t layer_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, DLL2SDK::mscorlib::System::String*, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD5B94)(this, stateName_, transitionDuration_, layer_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::CrossFadeInFixedTime_3811(DLL2SDK::mscorlib::System::String* stateName_, float transitionDuration_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, DLL2SDK::mscorlib::System::String*, float)>(DLL2SDK::GameAssemblyBase + 0x4DD5C14)(this, stateName_, transitionDuration_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::CrossFadeInFixedTime_3812(DLL2SDK::mscorlib::System::String* stateName_, float transitionDuration_, int32_t layer_, float fixedTime_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, DLL2SDK::mscorlib::System::String*, float, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4DD5BD4)(this, stateName_, transitionDuration_, layer_, fixedTime_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::CrossFadeInFixedTime_3813(int32_t stateNameHash_, float transitionDuration_, int32_t layer_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD5C7C)(this, stateNameHash_, transitionDuration_, layer_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::CrossFadeInFixedTime_3814(int32_t stateNameHash_, float transitionDuration_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4DD5CE4)(this, stateNameHash_, transitionDuration_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::CrossFadeInFixedTime_3815(int32_t stateNameHash_, float transitionDuration_, int32_t layer_, float fixedTime_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t, float, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4DD5CB0)(this, stateNameHash_, transitionDuration_, layer_, fixedTime_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::CrossFadeInFixedTimeInternal_3816(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t stateNameHash_, float transitionDuration_, int32_t layer_, float fixedTime_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, float, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4DD5C54)(handle_, stateNameHash_, transitionDuration_, layer_, fixedTime_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::CrossFadeInFixedTimeInternal_3817(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t stateNameHash_, float transitionDuration_, int32_t layer_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD5DDC)(handle_, stateNameHash_, transitionDuration_, layer_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::CrossFadeInFixedTimeInternal_3818(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t stateNameHash_, float transitionDuration_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4DD5E04)(handle_, stateNameHash_, transitionDuration_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_CrossFadeInFixedTimeInternal_3819(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t stateNameHash_, float transitionDuration_, int32_t layer_, float fixedTime_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, float, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4DD5D14)(handle_, stateNameHash_, transitionDuration_, layer_, fixedTime_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::CrossFade_3820(DLL2SDK::mscorlib::System::String* stateName_, float transitionDuration_, int32_t layer_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, DLL2SDK::mscorlib::System::String*, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD5E28)(this, stateName_, transitionDuration_, layer_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::CrossFade_3821(DLL2SDK::mscorlib::System::String* stateName_, float transitionDuration_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, DLL2SDK::mscorlib::System::String*, float)>(DLL2SDK::GameAssemblyBase + 0x4DD5EAC)(this, stateName_, transitionDuration_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::CrossFade_3822(DLL2SDK::mscorlib::System::String* stateName_, float transitionDuration_, int32_t layer_, float normalizedTime_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, DLL2SDK::mscorlib::System::String*, float, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4DD5E6C)(this, stateName_, transitionDuration_, layer_, normalizedTime_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::CrossFade_3823(int32_t stateNameHash_, float transitionDuration_, int32_t layer_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD5F18)(this, stateNameHash_, transitionDuration_, layer_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::CrossFade_3824(int32_t stateNameHash_, float transitionDuration_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4DD5F84)(this, stateNameHash_, transitionDuration_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::CrossFade_3825(int32_t stateNameHash_, float transitionDuration_, int32_t layer_, float normalizedTime_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t, float, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4DD5F50)(this, stateNameHash_, transitionDuration_, layer_, normalizedTime_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::CrossFadeInternal_3826(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t stateNameHash_, float transitionDuration_, int32_t layer_, float normalizedTime_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, float, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4DD5EF0)(handle_, stateNameHash_, transitionDuration_, layer_, normalizedTime_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::CrossFadeInternal_3827(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t stateNameHash_, float transitionDuration_, int32_t layer_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD6080)(handle_, stateNameHash_, transitionDuration_, layer_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::CrossFadeInternal_3828(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t stateNameHash_, float transitionDuration_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4DD60AC)(handle_, stateNameHash_, transitionDuration_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_CrossFadeInternal_3829(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t stateNameHash_, float transitionDuration_, int32_t layer_, float normalizedTime_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, float, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4DD5FB8)(handle_, stateNameHash_, transitionDuration_, layer_, normalizedTime_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::PlayInFixedTime_3830(DLL2SDK::mscorlib::System::String* stateName_, int32_t layer_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, DLL2SDK::mscorlib::System::String*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD60D4)(this, stateName_, layer_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::PlayInFixedTime_3831(DLL2SDK::mscorlib::System::String* stateName_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD6148)(this, stateName_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::PlayInFixedTime_3832(DLL2SDK::mscorlib::System::String* stateName_, int32_t layer_, float fixedTime_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, DLL2SDK::mscorlib::System::String*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4DD6110)(this, stateName_, layer_, fixedTime_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::PlayInFixedTime_3833(int32_t stateNameHash_, int32_t layer_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD61A0)(this, stateNameHash_, layer_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::PlayInFixedTime_3834(int32_t stateNameHash_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD61FC)(this, stateNameHash_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::PlayInFixedTime_3835(int32_t stateNameHash_, int32_t layer_, float fixedTime_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4DD61D0)(this, stateNameHash_, layer_, fixedTime_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::PlayInFixedTimeInternal_3836(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t stateNameHash_, int32_t layer_, float fixedTime_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4DD6180)(handle_, stateNameHash_, layer_, fixedTime_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::PlayInFixedTimeInternal_3837(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t stateNameHash_, int32_t layer_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD62E4)(handle_, stateNameHash_, layer_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::PlayInFixedTimeInternal_3838(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t stateNameHash_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD6308)(handle_, stateNameHash_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_PlayInFixedTimeInternal_3839(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t stateNameHash_, int32_t layer_, float fixedTime_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4DD622C)(handle_, stateNameHash_, layer_, fixedTime_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::Play_3840(DLL2SDK::mscorlib::System::String* stateName_, int32_t layer_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, DLL2SDK::mscorlib::System::String*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD6330)(this, stateName_, layer_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::Play_3841(DLL2SDK::mscorlib::System::String* stateName_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD63A4)(this, stateName_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::Play_3842(DLL2SDK::mscorlib::System::String* stateName_, int32_t layer_, float normalizedTime_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, DLL2SDK::mscorlib::System::String*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4DD636C)(this, stateName_, layer_, normalizedTime_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::Play_3843(int32_t stateNameHash_, int32_t layer_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD63FC)(this, stateNameHash_, layer_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::Play_3844(int32_t stateNameHash_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD6458)(this, stateNameHash_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::Play_3845(int32_t stateNameHash_, int32_t layer_, float normalizedTime_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4DD642C)(this, stateNameHash_, layer_, normalizedTime_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::PlayInternal_3846(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t stateNameHash_, int32_t layer_, float normalizedTime_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4DD63DC)(handle_, stateNameHash_, layer_, normalizedTime_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::PlayInternal_3847(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t stateNameHash_, int32_t layer_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD6540)(handle_, stateNameHash_, layer_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::PlayInternal_3848(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t stateNameHash_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD6564)(handle_, stateNameHash_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_PlayInternal_3849(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t stateNameHash_, int32_t layer_, float normalizedTime_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4DD6488)(handle_, stateNameHash_, layer_, normalizedTime_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::HasState_3850(int32_t layerIndex_, int32_t stateID_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD658C)(this, layerIndex_, stateID_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::HasStateInternal_3851(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t layerIndex_, int32_t stateID_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD65B0)(handle_, layerIndex_, stateID_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_HasStateInternal_3852(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t layerIndex_, int32_t stateID_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD65C8)(handle_, layerIndex_, stateID_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::SetFloatString_3853(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::mscorlib::System::String* name_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::mscorlib::System::String*, float)>(DLL2SDK::GameAssemblyBase + 0x4DD4490)(handle_, name_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_SetFloatString_3854(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::mscorlib::System::String* name_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::mscorlib::System::String*, float)>(DLL2SDK::GameAssemblyBase + 0x4DD6670)(handle_, name_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::SetFloatID_3855(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t id_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4DD44CC)(handle_, id_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_SetFloatID_3856(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t id_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4DD6718)(handle_, id_, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetFloatString_3857(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD4458)(handle_, name_);
}
float DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_GetFloatString_3858(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD67C0)(handle_, name_);
}
float DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetFloatID_3859(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t id_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD4468)(handle_, id_);
}
float DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_GetFloatID_3860(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t id_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD6860)(handle_, id_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::SetBoolString_3861(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::mscorlib::System::String* name_, bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::mscorlib::System::String*, bool)>(DLL2SDK::GameAssemblyBase + 0x4DD4528)(handle_, name_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_SetBoolString_3862(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::mscorlib::System::String* name_, bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::mscorlib::System::String*, bool)>(DLL2SDK::GameAssemblyBase + 0x4DD6900)(handle_, name_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::SetBoolID_3863(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t id_, bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x4DD4564)(handle_, id_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_SetBoolID_3864(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t id_, bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x4DD69A8)(handle_, id_, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetBoolString_3865(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD44F0)(handle_, name_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_GetBoolString_3866(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD6A50)(handle_, name_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetBoolID_3867(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t id_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD4500)(handle_, id_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_GetBoolID_3868(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t id_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD6AF0)(handle_, id_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::SetIntegerString_3869(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::mscorlib::System::String* name_, int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::mscorlib::System::String*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD45C0)(handle_, name_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_SetIntegerString_3870(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::mscorlib::System::String* name_, int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::mscorlib::System::String*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD6B90)(handle_, name_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::SetIntegerID_3871(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t id_, int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD45FC)(handle_, id_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_SetIntegerID_3872(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t id_, int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD6C38)(handle_, id_, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetIntegerString_3873(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD4588)(handle_, name_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_GetIntegerString_3874(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD6CE0)(handle_, name_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::GetIntegerID_3875(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t id_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD4598)(handle_, id_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_GetIntegerID_3876(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t id_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD6D80)(handle_, id_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::SetTriggerString_3877(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD4620)(handle_, name_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_SetTriggerString_3878(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD6E20)(handle_, name_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::SetTriggerID_3879(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t id_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD4630)(handle_, id_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_SetTriggerID_3880(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t id_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD6EC0)(handle_, id_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::ResetTriggerString_3881(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD4640)(handle_, name_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_ResetTriggerString_3882(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD6F60)(handle_, name_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::ResetTriggerID_3883(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t id_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD4650)(handle_, id_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_ResetTriggerID_3884(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t id_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD7000)(handle_, id_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::IsParameterControlledByCurveString_3885(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD4660)(handle_, name_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_IsParameterControlledByCurveString_3886(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD70A0)(handle_, name_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::IsParameterControlledByCurveID_3887(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t id_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD4670)(handle_, id_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable::INTERNAL_CALL_IsParameterControlledByCurveID_3888(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, int32_t id_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD7140)(handle_, id_);
}
void DLL2SDK::UnityEngine::UnityEngine::RuntimeAnimatorController::_ctor_3730()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RuntimeAnimatorController*)>(DLL2SDK::GameAssemblyBase + 0x4EA35F0)(this);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::AnimationClip*>* DLL2SDK::UnityEngine::UnityEngine::RuntimeAnimatorController::get_animationClips_3731()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::AnimationClip*>*(*)(DLL2SDK::UnityEngine::UnityEngine::RuntimeAnimatorController*)>(DLL2SDK::GameAssemblyBase + 0x4EA3694)(this);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::AnimatorControllerParameter*>* DLL2SDK::UnityEngine::UnityEngine::RuntimeAnimatorController::GetRuntimeParameters_3732()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::AnimatorControllerParameter*>*(*)(DLL2SDK::UnityEngine::UnityEngine::RuntimeAnimatorController*)>(DLL2SDK::GameAssemblyBase + 0x4EA372C)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::RuntimeAnimatorController::GetLayerIndex_3733(DLL2SDK::mscorlib::System::String* layerName_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::RuntimeAnimatorController*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4EA37C4)(this, layerName_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::SkeletonBone::get_transformModified_3724()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::SkeletonBone*)>(DLL2SDK::GameAssemblyBase + 0x4EAAC64)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::SkeletonBone::set_transformModified_3725(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SkeletonBone*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4EAAC6C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::MatchTargetWeightMask::_ctor_3497(DLL2SDK::UnityEngine::UnityEngine::Vector3 positionXYZWeight_, float rotationWeight_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MatchTargetWeightMask*, DLL2SDK::UnityEngine::UnityEngine::Vector3, float)>(DLL2SDK::GameAssemblyBase + 0x4AD3CA4)(this, positionXYZWeight_, rotationWeight_);
}
bool DLL2SDK::UnityEngine::UnityEngine::AnimatorTransitionInfo::IsName_3488(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorTransitionInfo*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x463F7A4)(this, name_);
}
bool DLL2SDK::UnityEngine::UnityEngine::AnimatorTransitionInfo::IsUserName_3489(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorTransitionInfo*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x463F7D4)(this, name_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AnimatorTransitionInfo::get_fullPathHash_3490()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorTransitionInfo*)>(DLL2SDK::GameAssemblyBase + 0x463F804)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AnimatorTransitionInfo::get_nameHash_3491()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorTransitionInfo*)>(DLL2SDK::GameAssemblyBase + 0x463F814)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AnimatorTransitionInfo::get_userNameHash_3492()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorTransitionInfo*)>(DLL2SDK::GameAssemblyBase + 0x463F824)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::AnimatorTransitionInfo::get_normalizedTime_3493()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorTransitionInfo*)>(DLL2SDK::GameAssemblyBase + 0x463F834)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::AnimatorTransitionInfo::get_anyState_3494()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorTransitionInfo*)>(DLL2SDK::GameAssemblyBase + 0x463F844)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::AnimatorTransitionInfo::get_entry_3495()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorTransitionInfo*)>(DLL2SDK::GameAssemblyBase + 0x463F84C)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::AnimatorTransitionInfo::get_exit_3496()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorTransitionInfo*)>(DLL2SDK::GameAssemblyBase + 0x463F85C)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo::IsName_3474(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x463F598)(this, name_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo::get_fullPathHash_3475()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo*)>(DLL2SDK::GameAssemblyBase + 0x463F5E0)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo::get_nameHash_3476()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo*)>(DLL2SDK::GameAssemblyBase + 0x463F5E8)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo::get_shortNameHash_3477()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo*)>(DLL2SDK::GameAssemblyBase + 0x463F5F8)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo::get_normalizedTime_3478()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo*)>(DLL2SDK::GameAssemblyBase + 0x463F608)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo::get_length_3479()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo*)>(DLL2SDK::GameAssemblyBase + 0x463F618)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo::get_speed_3480()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo*)>(DLL2SDK::GameAssemblyBase + 0x463F628)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo::get_speedMultiplier_3481()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo*)>(DLL2SDK::GameAssemblyBase + 0x463F630)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo::get_tagHash_3482()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo*)>(DLL2SDK::GameAssemblyBase + 0x463F640)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo::IsTag_3483(DLL2SDK::mscorlib::System::String* tag_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x463F670)(this, tag_);
}
bool DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo::get_loop_3484()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo*)>(DLL2SDK::GameAssemblyBase + 0x463F6A8)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo::get_inTransition_3485()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo*)>(DLL2SDK::GameAssemblyBase + 0x463F6C0)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo::get_transtionNomalizeTime_3486()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo*)>(DLL2SDK::GameAssemblyBase + 0x463F6D0)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo::get_transitionDuration_3487()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo*)>(DLL2SDK::GameAssemblyBase + 0x463F6E0)(this);
}
DLL2SDK::UnityEngine::UnityEngine::AnimationClip* DLL2SDK::UnityEngine::UnityEngine::AnimatorClipInfo::get_clip_3472()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimationClip*(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorClipInfo*)>(DLL2SDK::GameAssemblyBase + 0x463E7C0)(this);
}
DLL2SDK::UnityEngine::UnityEngine::AnimationClip* DLL2SDK::UnityEngine::UnityEngine::AnimatorClipInfo::ClipInstanceToScriptingObject_3473(int32_t instanceID_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimationClip*(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x463E728)(instanceID_);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationClip::_ctor_3410()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationClip*)>(DLL2SDK::GameAssemblyBase + 0x4635F3C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationClip::Internal_CreateAnimationClip_3411(DLL2SDK::UnityEngine::UnityEngine::AnimationClip* self_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationClip*)>(DLL2SDK::GameAssemblyBase + 0x4635F5C)(self_);
}
float DLL2SDK::UnityEngine::UnityEngine::AnimationClip::get_length_3412()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationClip*)>(DLL2SDK::GameAssemblyBase + 0x4635FF4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationClip::SetCurve_3413(DLL2SDK::mscorlib::System::String* relativePath_, DLL2SDK::mscorlib::System::Type* type_, DLL2SDK::mscorlib::System::String* propertyName_, DLL2SDK::UnityEngine::UnityEngine::AnimationCurve* curve_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationClip*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::Type*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::AnimationCurve*)>(DLL2SDK::GameAssemblyBase + 0x463608C)(this, relativePath_, type_, propertyName_, curve_);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationClip::AddEvent_3414(DLL2SDK::UnityEngine::UnityEngine::AnimationEvent* evt_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationClip*, DLL2SDK::UnityEngine::UnityEngine::AnimationEvent*)>(DLL2SDK::GameAssemblyBase + 0x463613C)(this, evt_);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationClip::AddEventInternal_3415(DLL2SDK::mscorlib::System::Object* evt_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationClip*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4636204)(this, evt_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::AnimationEvent*>* DLL2SDK::UnityEngine::UnityEngine::AnimationClip::get_events_3416()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::AnimationEvent*>*(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationClip*)>(DLL2SDK::GameAssemblyBase + 0x46362A4)(this);
}
DLL2SDK::mscorlib::System::Array* DLL2SDK::UnityEngine::UnityEngine::AnimationClip::GetEventsInternal_3417()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Array*(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationClip*)>(DLL2SDK::GameAssemblyBase + 0x463632C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController::_ctor_3371()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController*)>(DLL2SDK::GameAssemblyBase + 0x463E988)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController::_ctor_3372(DLL2SDK::UnityEngine::UnityEngine::RuntimeAnimatorController* controller_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController*, DLL2SDK::UnityEngine::UnityEngine::RuntimeAnimatorController*)>(DLL2SDK::GameAssemblyBase + 0x463EA4C)(this, controller_);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController::Internal_CreateAnimatorOverrideController_3373(DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController* self_, DLL2SDK::UnityEngine::UnityEngine::RuntimeAnimatorController* controller_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController*, DLL2SDK::UnityEngine::UnityEngine::RuntimeAnimatorController*)>(DLL2SDK::GameAssemblyBase + 0x463E9AC)(self_, controller_);
}
DLL2SDK::UnityEngine::UnityEngine::RuntimeAnimatorController* DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController::get_runtimeAnimatorController_3374()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RuntimeAnimatorController*(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController*)>(DLL2SDK::GameAssemblyBase + 0x463EA74)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController::set_runtimeAnimatorController_3375(DLL2SDK::UnityEngine::UnityEngine::RuntimeAnimatorController* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController*, DLL2SDK::UnityEngine::UnityEngine::RuntimeAnimatorController*)>(DLL2SDK::GameAssemblyBase + 0x463EB0C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController::set_Item_3376(DLL2SDK::mscorlib::System::String* name_, DLL2SDK::UnityEngine::UnityEngine::AnimationClip* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::AnimationClip*)>(DLL2SDK::GameAssemblyBase + 0x463EBAC)(this, name_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController::Internal_SetClipByName_3377(DLL2SDK::mscorlib::System::String* name_, DLL2SDK::UnityEngine::UnityEngine::AnimationClip* clip_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::AnimationClip*)>(DLL2SDK::GameAssemblyBase + 0x463EBB0)(this, name_, clip_);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController::set_Item_3378(DLL2SDK::UnityEngine::UnityEngine::AnimationClip* clip_, DLL2SDK::UnityEngine::UnityEngine::AnimationClip* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController*, DLL2SDK::UnityEngine::UnityEngine::AnimationClip*, DLL2SDK::UnityEngine::UnityEngine::AnimationClip*)>(DLL2SDK::GameAssemblyBase + 0x463EC58)(this, clip_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController::Internal_SetClip_3379(DLL2SDK::UnityEngine::UnityEngine::AnimationClip* originalClip_, DLL2SDK::UnityEngine::UnityEngine::AnimationClip* overrideClip_, bool notify_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController*, DLL2SDK::UnityEngine::UnityEngine::AnimationClip*, DLL2SDK::UnityEngine::UnityEngine::AnimationClip*, bool)>(DLL2SDK::GameAssemblyBase + 0x463EC90)(this, originalClip_, overrideClip_, notify_);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController::Internal_SetClip_3380(DLL2SDK::UnityEngine::UnityEngine::AnimationClip* originalClip_, DLL2SDK::UnityEngine::UnityEngine::AnimationClip* overrideClip_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController*, DLL2SDK::UnityEngine::UnityEngine::AnimationClip*, DLL2SDK::UnityEngine::UnityEngine::AnimationClip*)>(DLL2SDK::GameAssemblyBase + 0x463EC74)(this, originalClip_, overrideClip_);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController::SendNotification_3381()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController*)>(DLL2SDK::GameAssemblyBase + 0x463ED40)(this);
}
DLL2SDK::UnityEngine::UnityEngine::AnimationClip* DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController::Internal_GetOriginalClip_3382(int32_t index_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimationClip*(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x463EDD8)(this, index_);
}
DLL2SDK::UnityEngine::UnityEngine::AnimationClip* DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController::Internal_GetOverrideClip_3383(DLL2SDK::UnityEngine::UnityEngine::AnimationClip* originalClip_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimationClip*(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController*, DLL2SDK::UnityEngine::UnityEngine::AnimationClip*)>(DLL2SDK::GameAssemblyBase + 0x463EE78)(this, originalClip_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController::get_overridesCount_3384()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController*)>(DLL2SDK::GameAssemblyBase + 0x463EF18)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController::GetOverrides_3385(DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::mscorlib::System::Collections::Generic::KeyValuePair_2<DLL2SDK::UnityEngine::UnityEngine::AnimationClip*, DLL2SDK::UnityEngine::UnityEngine::AnimationClip*>>* overrides_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::mscorlib::System::Collections::Generic::KeyValuePair_2<DLL2SDK::UnityEngine::UnityEngine::AnimationClip*, DLL2SDK::UnityEngine::UnityEngine::AnimationClip*>>*)>(DLL2SDK::GameAssemblyBase + 0x463EFB0)(this, overrides_);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController::ApplyOverrides_3386(DLL2SDK::mscorlib::System::Collections::Generic::IList_1<DLL2SDK::mscorlib::System::Collections::Generic::KeyValuePair_2<DLL2SDK::UnityEngine::UnityEngine::AnimationClip*, DLL2SDK::UnityEngine::UnityEngine::AnimationClip*>>* overrides_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorOverrideController*, DLL2SDK::mscorlib::System::Collections::Generic::IList_1<DLL2SDK::mscorlib::System::Collections::Generic::KeyValuePair_2<DLL2SDK::UnityEngine::UnityEngine::AnimationClip*, DLL2SDK::UnityEngine::UnityEngine::AnimationClip*>>*)>(DLL2SDK::GameAssemblyBase + 0x463F184)(this, overrides_);
}
void DLL2SDK::UnityEngine::UnityEngine::StateMachineBehaviour::_ctor_3356()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::StateMachineBehaviour*)>(DLL2SDK::GameAssemblyBase + 0x4EB07D4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::StateMachineBehaviour::OnStateEnter_3357(DLL2SDK::UnityEngine::UnityEngine::Animator* animator_, DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo stateInfo_, int32_t layerIndex_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::StateMachineBehaviour*, DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo, int32_t, void*)>(Data.methodPtr)(this, animator_, stateInfo_, layerIndex_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::StateMachineBehaviour::OnStateUpdate_3358(DLL2SDK::UnityEngine::UnityEngine::Animator* animator_, DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo stateInfo_, int32_t layerIndex_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::StateMachineBehaviour*, DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo, int32_t, void*)>(Data.methodPtr)(this, animator_, stateInfo_, layerIndex_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::StateMachineBehaviour::OnStateExit_3359(DLL2SDK::UnityEngine::UnityEngine::Animator* animator_, DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo stateInfo_, int32_t layerIndex_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[6];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::StateMachineBehaviour*, DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo, int32_t, void*)>(Data.methodPtr)(this, animator_, stateInfo_, layerIndex_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::StateMachineBehaviour::OnStateMove_3360(DLL2SDK::UnityEngine::UnityEngine::Animator* animator_, DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo stateInfo_, int32_t layerIndex_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::StateMachineBehaviour*, DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo, int32_t, void*)>(Data.methodPtr)(this, animator_, stateInfo_, layerIndex_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::StateMachineBehaviour::OnStateIK_3361(DLL2SDK::UnityEngine::UnityEngine::Animator* animator_, DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo stateInfo_, int32_t layerIndex_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[8];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::StateMachineBehaviour*, DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo, int32_t, void*)>(Data.methodPtr)(this, animator_, stateInfo_, layerIndex_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::StateMachineBehaviour::OnStateMachineEnter_3362(DLL2SDK::UnityEngine::UnityEngine::Animator* animator_, int32_t stateMachinePathHash_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[9];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::StateMachineBehaviour*, DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t, void*)>(Data.methodPtr)(this, animator_, stateMachinePathHash_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::StateMachineBehaviour::OnStateMachineExit_3363(DLL2SDK::UnityEngine::UnityEngine::Animator* animator_, int32_t stateMachinePathHash_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[10];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::StateMachineBehaviour*, DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t, void*)>(Data.methodPtr)(this, animator_, stateMachinePathHash_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::StateMachineBehaviour::OnStateEnter_3364(DLL2SDK::UnityEngine::UnityEngine::Animator* animator_, DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo stateInfo_, int32_t layerIndex_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable* controller_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::StateMachineBehaviour*, DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo, int32_t, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, void*)>(Data.methodPtr)(this, animator_, stateInfo_, layerIndex_, controller_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::StateMachineBehaviour::OnStateUpdate_3365(DLL2SDK::UnityEngine::UnityEngine::Animator* animator_, DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo stateInfo_, int32_t layerIndex_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable* controller_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::StateMachineBehaviour*, DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo, int32_t, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, void*)>(Data.methodPtr)(this, animator_, stateInfo_, layerIndex_, controller_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::StateMachineBehaviour::OnStateExit_3366(DLL2SDK::UnityEngine::UnityEngine::Animator* animator_, DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo stateInfo_, int32_t layerIndex_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable* controller_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::StateMachineBehaviour*, DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo, int32_t, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, void*)>(Data.methodPtr)(this, animator_, stateInfo_, layerIndex_, controller_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::StateMachineBehaviour::OnStateMove_3367(DLL2SDK::UnityEngine::UnityEngine::Animator* animator_, DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo stateInfo_, int32_t layerIndex_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable* controller_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[14];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::StateMachineBehaviour*, DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo, int32_t, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, void*)>(Data.methodPtr)(this, animator_, stateInfo_, layerIndex_, controller_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::StateMachineBehaviour::OnStateIK_3368(DLL2SDK::UnityEngine::UnityEngine::Animator* animator_, DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo stateInfo_, int32_t layerIndex_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable* controller_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[15];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::StateMachineBehaviour*, DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo, int32_t, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, void*)>(Data.methodPtr)(this, animator_, stateInfo_, layerIndex_, controller_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::StateMachineBehaviour::OnStateMachineEnter_3369(DLL2SDK::UnityEngine::UnityEngine::Animator* animator_, int32_t stateMachinePathHash_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable* controller_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[16];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::StateMachineBehaviour*, DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, void*)>(Data.methodPtr)(this, animator_, stateMachinePathHash_, controller_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::StateMachineBehaviour::OnStateMachineExit_3370(DLL2SDK::UnityEngine::UnityEngine::Animator* animator_, int32_t stateMachinePathHash_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable* controller_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[17];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::StateMachineBehaviour*, DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimatorControllerPlayable*, void*)>(Data.methodPtr)(this, animator_, stateMachinePathHash_, controller_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::SharedBetweenAnimatorsAttribute::_ctor_3355()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SharedBetweenAnimatorsAttribute*)>(DLL2SDK::GameAssemblyBase + 0x4EAAB78)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::AudioSource::get_volume_3333()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::AudioSource*)>(DLL2SDK::GameAssemblyBase + 0x46447BC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AudioSource::set_volume_3334(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AudioSource*, float)>(DLL2SDK::GameAssemblyBase + 0x4644854)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::AudioSource::get_pitch_3335()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::AudioSource*)>(DLL2SDK::GameAssemblyBase + 0x46448F4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AudioSource::set_pitch_3336(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AudioSource*, float)>(DLL2SDK::GameAssemblyBase + 0x464498C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AudioSource::set_time_3337(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AudioSource*, float)>(DLL2SDK::GameAssemblyBase + 0x4644A2C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::AudioClip* DLL2SDK::UnityEngine::UnityEngine::AudioSource::get_clip_3338()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AudioClip*(*)(DLL2SDK::UnityEngine::UnityEngine::AudioSource*)>(DLL2SDK::GameAssemblyBase + 0x4644ACC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AudioSource::set_clip_3339(DLL2SDK::UnityEngine::UnityEngine::AudioClip* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AudioSource*, DLL2SDK::UnityEngine::UnityEngine::AudioClip*)>(DLL2SDK::GameAssemblyBase + 0x4644B64)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AudioSource::Play_3340(uint64_t delay_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AudioSource*, uint64_t)>(DLL2SDK::GameAssemblyBase + 0x4644C04)(this, delay_);
}
void DLL2SDK::UnityEngine::UnityEngine::AudioSource::Play_3341()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AudioSource*)>(DLL2SDK::GameAssemblyBase + 0x4644CAC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AudioSource::Stop_3342()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AudioSource*)>(DLL2SDK::GameAssemblyBase + 0x4644CCC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AudioSource::Pause_3343()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AudioSource*)>(DLL2SDK::GameAssemblyBase + 0x4644D64)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AudioSource::INTERNAL_CALL_Pause_3344(DLL2SDK::UnityEngine::UnityEngine::AudioSource* self_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AudioSource*)>(DLL2SDK::GameAssemblyBase + 0x4644D6C)(self_);
}
bool DLL2SDK::UnityEngine::UnityEngine::AudioSource::get_isPlaying_3345()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::AudioSource*)>(DLL2SDK::GameAssemblyBase + 0x4644E04)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AudioSource::PlayOneShot_3346(DLL2SDK::UnityEngine::UnityEngine::AudioClip* clip_, float volumeScale_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AudioSource*, DLL2SDK::UnityEngine::UnityEngine::AudioClip*, float)>(DLL2SDK::GameAssemblyBase + 0x4644E9C)(this, clip_, volumeScale_);
}
void DLL2SDK::UnityEngine::UnityEngine::AudioSource::PlayOneShot_3347(DLL2SDK::UnityEngine::UnityEngine::AudioClip* clip_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AudioSource*, DLL2SDK::UnityEngine::UnityEngine::AudioClip*)>(DLL2SDK::GameAssemblyBase + 0x4644F44)(this, clip_);
}
void DLL2SDK::UnityEngine::UnityEngine::AudioSource::PlayClipAtPoint_3348(DLL2SDK::UnityEngine::UnityEngine::AudioClip* clip_, DLL2SDK::UnityEngine::UnityEngine::Vector3 position_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AudioClip*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4644F4C)(clip_, position_);
}
void DLL2SDK::UnityEngine::UnityEngine::AudioSource::PlayClipAtPoint_3349(DLL2SDK::UnityEngine::UnityEngine::AudioClip* clip_, DLL2SDK::UnityEngine::UnityEngine::Vector3 position_, float volume_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AudioClip*, DLL2SDK::UnityEngine::UnityEngine::Vector3, float)>(DLL2SDK::GameAssemblyBase + 0x4644F74)(clip_, position_, volume_);
}
void DLL2SDK::UnityEngine::UnityEngine::AudioSource::set_loop_3350(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AudioSource*, bool)>(DLL2SDK::GameAssemblyBase + 0x4645350)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AudioSource::set_playOnAwake_3351(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AudioSource*, bool)>(DLL2SDK::GameAssemblyBase + 0x46453F0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AudioSource::set_spatialBlend_3352(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AudioSource*, float)>(DLL2SDK::GameAssemblyBase + 0x46452B0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AudioSource::set_priority_3353(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AudioSource*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4645490)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AudioSource::set_mute_3354(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AudioSource*, bool)>(DLL2SDK::GameAssemblyBase + 0x4645530)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AudioListener::set_volume_3332(float value_)
{
return reinterpret_cast<void(*)(float)>(DLL2SDK::GameAssemblyBase + 0x46442E0)(value_);
}
float DLL2SDK::UnityEngine::UnityEngine::AudioClip::get_length_3321()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::AudioClip*)>(DLL2SDK::GameAssemblyBase + 0x4643FC8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AudioClip::InvokePCMReaderCallback_Internal_3322(DLL2SDK::Array<float>* data_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AudioClip*, DLL2SDK::Array<float>*)>(DLL2SDK::GameAssemblyBase + 0x4644060)(this, data_);
}
void DLL2SDK::UnityEngine::UnityEngine::AudioClip::InvokePCMSetPositionCallback_Internal_3323(int32_t position_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AudioClip*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x464410C)(this, position_);
}
DLL2SDK::UnityEngine::UnityEngine::AudioSpeakerMode DLL2SDK::UnityEngine::UnityEngine::AudioSettings::get_driverCapabilities_3312()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AudioSpeakerMode(*)()>(DLL2SDK::GameAssemblyBase + 0x4644378)();
}
DLL2SDK::UnityEngine::UnityEngine::AudioSpeakerMode DLL2SDK::UnityEngine::UnityEngine::AudioSettings::get_speakerMode_3313()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AudioSpeakerMode(*)()>(DLL2SDK::GameAssemblyBase + 0x4644408)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AudioSettings::get_outputSampleRate_3314()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4644498)();
}
void DLL2SDK::UnityEngine::UnityEngine::AudioSettings::GetDSPBufferSize_3315(int32_t* bufferLength_, int32_t* numBuffers_)
{
return reinterpret_cast<void(*)(int32_t*, int32_t*)>(DLL2SDK::GameAssemblyBase + 0x4644528)(bufferLength_, numBuffers_);
}
void DLL2SDK::UnityEngine::UnityEngine::AudioSettings::InvokeOnAudioConfigurationChanged_3316(bool deviceWasChanged_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x46445C8)(deviceWasChanged_);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshPath::DestroyNavMeshPath_3307()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshPath*)>(DLL2SDK::GameAssemblyBase + 0x462A5B0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshPath::Finalize_3308()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[1];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshPath*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>* DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshPath::CalculateCornersInternal_3309()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>*(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshPath*)>(DLL2SDK::GameAssemblyBase + 0x462A728)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshPath::CalculateCorners_3310()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshPath*)>(DLL2SDK::GameAssemblyBase + 0x462A7C0)(this);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>* DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshPath::get_corners_3311()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>*(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshPath*)>(DLL2SDK::GameAssemblyBase + 0x462A7E8)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshDataInstance::get_valid_3302()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshDataInstance*)>(DLL2SDK::GameAssemblyBase + 0x462A36C)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshDataInstance::get_id_3303()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshDataInstance*)>(DLL2SDK::GameAssemblyBase + 0x462A388)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshDataInstance::set_id_3304(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshDataInstance*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x462A390)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshDataInstance::Remove_3305()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshDataInstance*)>(DLL2SDK::GameAssemblyBase + 0x462A3A0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshDataInstance::set_owner_3306(DLL2SDK::UnityEngine::UnityEngine::Object* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshDataInstance*, DLL2SDK::UnityEngine::UnityEngine::Object*)>(DLL2SDK::GameAssemblyBase + 0x462A4FC)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshHit::get_position_3300()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshHit*)>(DLL2SDK::GameAssemblyBase + 0x462A518)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshHit::get_hit_3301()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshHit*)>(DLL2SDK::GameAssemblyBase + 0x462A53C)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings::get_agentTypeID_3285()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings*)>(DLL2SDK::GameAssemblyBase + 0x462A268)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings::set_agentTypeID_3286(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x462A278)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings::get_agentRadius_3287()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings*)>(DLL2SDK::GameAssemblyBase + 0x462A288)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings::set_agentRadius_3288(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings*, float)>(DLL2SDK::GameAssemblyBase + 0x462A298)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings::get_agentHeight_3289()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings*)>(DLL2SDK::GameAssemblyBase + 0x462A2A8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings::set_agentHeight_3290(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings*, float)>(DLL2SDK::GameAssemblyBase + 0x462A2B8)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings::get_agentSlope_3291()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings*)>(DLL2SDK::GameAssemblyBase + 0x462A2C8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings::set_agentSlope_3292(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings*, float)>(DLL2SDK::GameAssemblyBase + 0x462A2D8)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings::get_agentClimb_3293()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings*)>(DLL2SDK::GameAssemblyBase + 0x462A2E8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings::set_agentClimb_3294(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings*, float)>(DLL2SDK::GameAssemblyBase + 0x462A2F8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings::set_minRegionArea_3295(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings*, float)>(DLL2SDK::GameAssemblyBase + 0x462A308)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings::set_overrideVoxelSize_3296(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings*, bool)>(DLL2SDK::GameAssemblyBase + 0x462A318)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings::set_voxelSize_3297(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings*, float)>(DLL2SDK::GameAssemblyBase + 0x462A328)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings::set_overrideTileSize_3298(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings*, bool)>(DLL2SDK::GameAssemblyBase + 0x462A338)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings::set_tileSize_3299(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x462A348)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::SetDestination_3252(DLL2SDK::UnityEngine::UnityEngine::Vector3 target_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4629100)(this, target_);
}
bool DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::INTERNAL_CALL_SetDestination_3253(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* target_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4629124)(self_, target_);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::set_destination_3254(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x46291C4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::INTERNAL_set_destination_3255(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x46291E4)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::get_stoppingDistance_3256()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*)>(DLL2SDK::GameAssemblyBase + 0x4629284)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::set_stoppingDistance_3257(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*, float)>(DLL2SDK::GameAssemblyBase + 0x462931C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::get_velocity_3258()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*)>(DLL2SDK::GameAssemblyBase + 0x46293BC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::set_velocity_3259(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x46294A4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::INTERNAL_get_velocity_3260(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4629404)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::INTERNAL_set_velocity_3261(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x46294C4)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::get_nextPosition_3262()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*)>(DLL2SDK::GameAssemblyBase + 0x4629564)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::INTERNAL_get_nextPosition_3263(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x46295AC)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::get_desiredVelocity_3264()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*)>(DLL2SDK::GameAssemblyBase + 0x462964C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::INTERNAL_get_desiredVelocity_3265(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4629694)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::get_remainingDistance_3266()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*)>(DLL2SDK::GameAssemblyBase + 0x4629734)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::set_autoTraverseOffMeshLink_3267(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*, bool)>(DLL2SDK::GameAssemblyBase + 0x46297CC)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::set_autoBraking_3268(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*, bool)>(DLL2SDK::GameAssemblyBase + 0x462986C)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::get_hasPath_3269()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*)>(DLL2SDK::GameAssemblyBase + 0x462990C)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::get_pathPending_3270()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*)>(DLL2SDK::GameAssemblyBase + 0x46299A4)(this);
}
DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshPathStatus DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::get_pathStatus_3271()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshPathStatus(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*)>(DLL2SDK::GameAssemblyBase + 0x4629A3C)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::Warp_3272(DLL2SDK::UnityEngine::UnityEngine::Vector3 newPosition_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4629AD4)(this, newPosition_);
}
bool DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::INTERNAL_CALL_Warp_3273(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* newPosition_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4629AF8)(self_, newPosition_);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::set_isStopped_3274(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*, bool)>(DLL2SDK::GameAssemblyBase + 0x4629B98)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::ResetPath_3275()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*)>(DLL2SDK::GameAssemblyBase + 0x4629C38)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::get_speed_3276()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*)>(DLL2SDK::GameAssemblyBase + 0x4629CD0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::set_speed_3277(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*, float)>(DLL2SDK::GameAssemblyBase + 0x4629D68)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::set_angularSpeed_3278(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*, float)>(DLL2SDK::GameAssemblyBase + 0x4629E08)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::set_updatePosition_3279(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*, bool)>(DLL2SDK::GameAssemblyBase + 0x4629EA8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::set_updateRotation_3280(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*, bool)>(DLL2SDK::GameAssemblyBase + 0x4629F48)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::set_radius_3281(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*, float)>(DLL2SDK::GameAssemblyBase + 0x4629FE8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::set_height_3282(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*, float)>(DLL2SDK::GameAssemblyBase + 0x462A088)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::get_avoidancePriority_3283()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*)>(DLL2SDK::GameAssemblyBase + 0x462A128)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent::set_avoidancePriority_3284(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshAgent*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x462A1C0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMesh::Internal_CallOnNavMeshPreUpdate_3234()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x462876C)();
}
bool DLL2SDK::UnityEngine::UnityEngine::AI::NavMesh::SamplePosition_3235(DLL2SDK::UnityEngine::UnityEngine::Vector3 sourcePosition_, DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshHit* hit_, float maxDistance_, int32_t areaMask_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshHit*, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x462888C)(sourcePosition_, hit_, maxDistance_, areaMask_);
}
bool DLL2SDK::UnityEngine::UnityEngine::AI::NavMesh::INTERNAL_CALL_SamplePosition_3236(DLL2SDK::UnityEngine::UnityEngine::Vector3* sourcePosition_, DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshHit* hit_, float maxDistance_, int32_t areaMask_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshHit*, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x46288CC)(sourcePosition_, hit_, maxDistance_, areaMask_);
}
DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshDataInstance DLL2SDK::UnityEngine::UnityEngine::AI::NavMesh::AddNavMeshData_3237(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshData* navMeshData_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshDataInstance(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshData*)>(DLL2SDK::GameAssemblyBase + 0x462897C)(navMeshData_);
}
bool DLL2SDK::UnityEngine::UnityEngine::AI::NavMesh::IsValidNavMeshDataHandle_3238(int32_t handle_)
{
return reinterpret_cast<bool(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4628B20)(handle_);
}
bool DLL2SDK::UnityEngine::UnityEngine::AI::NavMesh::InternalSetOwner_3239(int32_t dataID_, int32_t ownerID_)
{
return reinterpret_cast<bool(*)(int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4628BB8)(dataID_, ownerID_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AI::NavMesh::AddNavMeshDataInternal_3240(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshData* navMeshData_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshData*)>(DLL2SDK::GameAssemblyBase + 0x4628A88)(navMeshData_);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMesh::RemoveNavMeshDataInternal_3241(int32_t handle_)
{
return reinterpret_cast<void(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4628C58)(handle_);
}
DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings DLL2SDK::UnityEngine::UnityEngine::AI::NavMesh::GetSettingsByID_3242(int32_t agentTypeID_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4628CF0)(agentTypeID_);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMesh::INTERNAL_CALL_GetSettingsByID_3243(int32_t agentTypeID_, DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings* value_)
{
return reinterpret_cast<void(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings*)>(DLL2SDK::GameAssemblyBase + 0x4628D98)(agentTypeID_, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AI::NavMesh::GetSettingsCount_3244()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4628E38)();
}
DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings DLL2SDK::UnityEngine::UnityEngine::AI::NavMesh::GetSettingsByIndex_3245(int32_t index_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4628EC8)(index_);
}
void DLL2SDK::UnityEngine::UnityEngine::AI::NavMesh::INTERNAL_CALL_GetSettingsByIndex_3246(int32_t index_, DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings* value_)
{
return reinterpret_cast<void(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::AI::NavMeshBuildSettings*)>(DLL2SDK::GameAssemblyBase + 0x4628F70)(index_, value_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::AI::NavMesh::GetSettingsNameFromID_3247(int32_t agentTypeID_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4629010)(agentTypeID_);
}
void DLL2SDK::UnityEngine::UnityEngine::Cloth::set_enabled_3229(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Cloth*, bool)>(DLL2SDK::GameAssemblyBase + 0x46512E4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Cloth::ClearTransformMotion_3230()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Cloth*)>(DLL2SDK::GameAssemblyBase + 0x4651384)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Cloth::INTERNAL_CALL_ClearTransformMotion_3231(DLL2SDK::UnityEngine::UnityEngine::Cloth* self_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Cloth*)>(DLL2SDK::GameAssemblyBase + 0x465138C)(self_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::CapsuleCollider*>* DLL2SDK::UnityEngine::UnityEngine::Cloth::get_capsuleColliders_3232()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::CapsuleCollider*>*(*)(DLL2SDK::UnityEngine::UnityEngine::Cloth*)>(DLL2SDK::GameAssemblyBase + 0x4651424)(this);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::ClothSphereColliderPair>* DLL2SDK::UnityEngine::UnityEngine::Cloth::get_sphereColliders_3233()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::ClothSphereColliderPair>*(*)(DLL2SDK::UnityEngine::UnityEngine::Cloth*)>(DLL2SDK::GameAssemblyBase + 0x46514BC)(this);
}
DLL2SDK::UnityEngine::UnityEngine::SphereCollider* DLL2SDK::UnityEngine::UnityEngine::ClothSphereColliderPair::get_first_3227()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::SphereCollider*(*)(DLL2SDK::UnityEngine::UnityEngine::ClothSphereColliderPair*)>(DLL2SDK::GameAssemblyBase + 0x46515C0)(this);
}
DLL2SDK::UnityEngine::UnityEngine::SphereCollider* DLL2SDK::UnityEngine::UnityEngine::ClothSphereColliderPair::get_second_3228()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::SphereCollider*(*)(DLL2SDK::UnityEngine::UnityEngine::ClothSphereColliderPair*)>(DLL2SDK::GameAssemblyBase + 0x46515D0)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::get_isReverseAsBrake_3141()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D735F4)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::get_tickEnabled_3142()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D7368C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::set_tickEnabled_3143(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*, bool)>(DLL2SDK::GameAssemblyBase + 0x4D73724)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::set_updateRigidbody_3144(DLL2SDK::UnityEngine::UnityEngine::Rigidbody* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*, DLL2SDK::UnityEngine::UnityEngine::Rigidbody*)>(DLL2SDK::GameAssemblyBase + 0x4D737C4)(this, value_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::WheelSetup>* DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::get_wheelSetups_3145()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::WheelSetup>*(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D73864)(this);
}
DLL2SDK::UnityEngine::UnityEngine::VehicleDebugInfo DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::get_vehicleDebugInfo_3146()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::VehicleDebugInfo(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D738FC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::set_isLocalControlled_3147(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*, bool)>(DLL2SDK::GameAssemblyBase + 0x4D73994)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::get_idleBrakeInput_3148()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D73A34)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::get_stopThreshold_3149()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D73ACC)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::get_wrongDirectionThreshold_3150()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D73B64)(this);
}
DLL2SDK::UnityEngine::UnityEngine::VehicleInputRate DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::get_throttleInputRate_3151()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::VehicleInputRate(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D73BFC)(this);
}
DLL2SDK::UnityEngine::UnityEngine::VehicleInputRate DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::get_brakeInputRate_3152()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::VehicleInputRate(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D73C94)(this);
}
DLL2SDK::UnityEngine::UnityEngine::VehicleInputRate DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::get_handbrakeInputRate_3153()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::VehicleInputRate(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D73D2C)(this);
}
DLL2SDK::UnityEngine::UnityEngine::VehicleInputRate DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::get_steeringInputRate_3154()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::VehicleInputRate(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D73DC4)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::get_steeringInput_3155()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D73E5C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::set_steeringInput_3156(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*, float)>(DLL2SDK::GameAssemblyBase + 0x4D73EF4)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::get_throttleInput_3157()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D73F94)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::set_throttleInput_3158(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*, float)>(DLL2SDK::GameAssemblyBase + 0x4D7402C)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::get_brakeInput_3159()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D740CC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::set_brakeInput_3160(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*, float)>(DLL2SDK::GameAssemblyBase + 0x4D74164)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::get_handbrakeInput_3161()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D74204)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::set_handbrakeInput_3162(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*, float)>(DLL2SDK::GameAssemblyBase + 0x4D7429C)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::CheckSlipThreshold_3163(float AbsLongSlipThreshold_, float AbsLatSlipThreshold_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*, float, float)>(DLL2SDK::GameAssemblyBase + 0x4D7433C)(this, AbsLongSlipThreshold_, AbsLatSlipThreshold_);
}
bool DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::INTERNAL_CALL_CheckSlipThreshold_3164(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent* self_, float AbsLongSlipThreshold_, float AbsLatSlipThreshold_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*, float, float)>(DLL2SDK::GameAssemblyBase + 0x4D74360)(self_, AbsLongSlipThreshold_, AbsLatSlipThreshold_);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::GetMaxLongSlip_3165()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D74408)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::INTERNAL_CALL_GetMaxLongSlip_3166(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent* self_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D74410)(self_);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::GetMaxSpringForce_3167()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D744A8)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::INTERNAL_CALL_GetMaxSpringForce_3168(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent* self_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D744B0)(self_);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::GetMaxSuspension_3169()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D74548)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::INTERNAL_CALL_GetMaxSuspension_3170(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent* self_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D74550)(self_);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::SetTargetGear_3171(int32_t GearNum_, bool bImmediate_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x4D745E8)(this, GearNum_, bImmediate_);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::INTERNAL_CALL_SetTargetGear_3172(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent* self_, int32_t GearNum_, bool bImmediate_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x4D7460C)(self_, GearNum_, bImmediate_);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::SetUseAutoGears_3173(bool bUseAuto_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*, bool)>(DLL2SDK::GameAssemblyBase + 0x4D746B4)(this, bUseAuto_);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::INTERNAL_CALL_SetUseAutoGears_3174(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent* self_, bool bUseAuto_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*, bool)>(DLL2SDK::GameAssemblyBase + 0x4D746C0)(self_, bUseAuto_);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::GetForwardSpeed_3175()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D74760)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::INTERNAL_CALL_GetForwardSpeed_3176(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent* self_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D74768)(self_);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::GetEngineRotationSpeed_3177()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D74800)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::INTERNAL_CALL_GetEngineRotationSpeed_3178(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent* self_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D74808)(self_);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::GetEngineMaxRotationSpeed_3179()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D748A0)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::INTERNAL_CALL_GetEngineMaxRotationSpeed_3180(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent* self_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D748A8)(self_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::GetCurrentGear_3181()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D74940)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::INTERNAL_CALL_GetCurrentGear_3182(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent* self_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D74948)(self_);
}
bool DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::GetUseAutoGears_3183()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D749E0)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::INTERNAL_CALL_GetUseAutoGears_3184(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent* self_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D749E8)(self_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::GetTargetGear_3185()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D74A80)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::INTERNAL_CALL_GetTargetGear_3186(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent* self_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D74A88)(self_);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::OnCreatePhysicsState_3187()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D74B20)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::INTERNAL_CALL_OnCreatePhysicsState_3188(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent* self_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D74B28)(self_);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::OnDestroyPhysicsState_3189()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D74BC0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::INTERNAL_CALL_OnDestroyPhysicsState_3190(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent* self_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D74BC8)(self_);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::StopMovementImmediately_3191()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D74C60)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::INTERNAL_CALL_StopMovementImmediately_3192(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent* self_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D74C68)(self_);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::UpdateVehicleMassProperties_3193()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D74D00)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::INTERNAL_CALL_UpdateVehicleMassProperties_3194(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent* self_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D74D08)(self_);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::SetWheelRadius_3195(int32_t wheelIndex_, float NewRaduis_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4D74DA0)(this, wheelIndex_, NewRaduis_);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::INTERNAL_CALL_SetWheelRadius_3196(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent* self_, int32_t wheelIndex_, float NewRaduis_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4D74DC4)(self_, wheelIndex_, NewRaduis_);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::SetWheelSteerAngle_3197(int32_t wheelIndex_, float NewAngle_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4D74E6C)(this, wheelIndex_, NewAngle_);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::INTERNAL_CALL_SetWheelSteerAngle_3198(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent* self_, int32_t wheelIndex_, float NewAngle_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4D74E90)(self_, wheelIndex_, NewAngle_);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::SetWheelLongStiffValue_3199(int32_t wheelIndex_, float longStiffValue_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4D74F38)(this, wheelIndex_, longStiffValue_);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::INTERNAL_CALL_SetWheelLongStiffValue_3200(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent* self_, int32_t wheelIndex_, float longStiffValue_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4D74F5C)(self_, wheelIndex_, longStiffValue_);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::SetWheelLatLongStiffValue_3201(int32_t wheelIndex_, float latStiffMaxLoad_, float latStiffValue_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*, int32_t, float, float)>(DLL2SDK::GameAssemblyBase + 0x4D75004)(this, wheelIndex_, latStiffMaxLoad_, latStiffValue_);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::INTERNAL_CALL_SetWheelLatLongStiffValue_3202(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent* self_, int32_t wheelIndex_, float latStiffMaxLoad_, float latStiffValue_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*, int32_t, float, float)>(DLL2SDK::GameAssemblyBase + 0x4D75030)(self_, wheelIndex_, latStiffMaxLoad_, latStiffValue_);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::SetWheelFrictionScale_3203(int32_t wheelIndex_, float newFrictionScale_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4D750E8)(this, wheelIndex_, newFrictionScale_);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::INTERNAL_CALL_SetWheelFrictionScale_3204(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent* self_, int32_t wheelIndex_, float newFrictionScale_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4D7510C)(self_, wheelIndex_, newFrictionScale_);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::SetBoostTorqueMultiplier_3205(float newTorqueMultiplier_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*, float)>(DLL2SDK::GameAssemblyBase + 0x4D751B4)(this, newTorqueMultiplier_);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::INTERNAL_CALL_SetBoostTorqueMultiplier_3206(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent* self_, float newTorqueMultiplier_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*, float)>(DLL2SDK::GameAssemblyBase + 0x4D751C0)(self_, newTorqueMultiplier_);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::GetSteeringInput_3207()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D75260)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::INTERNAL_CALL_GetSteeringInput_3208(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent* self_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D75268)(self_);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::GetThrottleInput_3209()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D75300)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::INTERNAL_CALL_GetThrottleInput_3210(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent* self_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D75308)(self_);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::GetBrakeInput_3211()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D753A0)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::INTERNAL_CALL_GetBrakeInput_3212(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent* self_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*)>(DLL2SDK::GameAssemblyBase + 0x4D753A8)(self_);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::GetWheelInfos_3213(DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::WheelInfo>* resultInfo_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::WheelInfo>*)>(DLL2SDK::GameAssemblyBase + 0x4D75440)(this, resultInfo_);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent::GetWheelInfosInternal_3214(DLL2SDK::mscorlib::System::Type* type_, DLL2SDK::mscorlib::System::Object* results_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponent*, DLL2SDK::mscorlib::System::Type*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4D75514)(this, type_, results_);
}
float DLL2SDK::UnityEngine::UnityEngine::TireConfig::get_FrictionScale_3140()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::TireConfig*)>(DLL2SDK::GameAssemblyBase + 0x4D6941C)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleWheel::get_steerAngle_3128()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleWheel*)>(DLL2SDK::GameAssemblyBase + 0x4D75C34)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleWheel::set_steerAngle_3129(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleWheel*, float)>(DLL2SDK::GameAssemblyBase + 0x4D75CCC)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::TireConfig* DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleWheel::get_tireConfig_3130()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::TireConfig*(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleWheel*)>(DLL2SDK::GameAssemblyBase + 0x4D75D6C)(this);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleWheel::get_groundMaterialName_3131()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleWheel*)>(DLL2SDK::GameAssemblyBase + 0x4D75E04)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleWheel::GetCurrentSteerAngle_3132()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleWheel*)>(DLL2SDK::GameAssemblyBase + 0x4D75E9C)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleWheel::INTERNAL_CALL_GetCurrentSteerAngle_3133(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleWheel* self_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleWheel*)>(DLL2SDK::GameAssemblyBase + 0x4D75EA4)(self_);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleWheel::GetRotationAngle_3134()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleWheel*)>(DLL2SDK::GameAssemblyBase + 0x4D75F3C)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleWheel::INTERNAL_CALL_GetRotationAngle_3135(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleWheel* self_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleWheel*)>(DLL2SDK::GameAssemblyBase + 0x4D75F44)(self_);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleWheel::GetSuspensionOffset_3136()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleWheel*)>(DLL2SDK::GameAssemblyBase + 0x4D75FDC)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleWheel::INTERNAL_CALL_GetSuspensionOffset_3137(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleWheel* self_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleWheel*)>(DLL2SDK::GameAssemblyBase + 0x4D75FE4)(self_);
}
bool DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleWheel::IsInAir_3138()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleWheel*)>(DLL2SDK::GameAssemblyBase + 0x4D7607C)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleWheel::INTERNAL_CALL_IsInAir_3139(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleWheel* self_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleWheel*)>(DLL2SDK::GameAssemblyBase + 0x4D76084)(self_);
}
float DLL2SDK::UnityEngine::UnityEngine::WheelCollider::get_radius_3114()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheelCollider*)>(DLL2SDK::GameAssemblyBase + 0x4D72D64)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::WheelCollider::set_radius_3115(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheelCollider*, float)>(DLL2SDK::GameAssemblyBase + 0x4D72DFC)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::WheelCollider::get_suspensionDistance_3116()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheelCollider*)>(DLL2SDK::GameAssemblyBase + 0x4D72E9C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::WheelCollider::set_suspensionDistance_3117(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheelCollider*, float)>(DLL2SDK::GameAssemblyBase + 0x4D72F34)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::WheelCollider::get_motorTorque_3118()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheelCollider*)>(DLL2SDK::GameAssemblyBase + 0x4D72FD4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::WheelCollider::set_motorTorque_3119(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheelCollider*, float)>(DLL2SDK::GameAssemblyBase + 0x4D7306C)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::WheelCollider::get_brakeTorque_3120()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheelCollider*)>(DLL2SDK::GameAssemblyBase + 0x4D7310C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::WheelCollider::set_brakeTorque_3121(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheelCollider*, float)>(DLL2SDK::GameAssemblyBase + 0x4D731A4)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::WheelCollider::get_steerAngle_3122()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheelCollider*)>(DLL2SDK::GameAssemblyBase + 0x4D73244)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::WheelCollider::set_steerAngle_3123(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheelCollider*, float)>(DLL2SDK::GameAssemblyBase + 0x4D732DC)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::WheelCollider::get_isGrounded_3124()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::WheelCollider*)>(DLL2SDK::GameAssemblyBase + 0x4D7337C)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::WheelCollider::GetGroundHit_3125(DLL2SDK::UnityEngine::UnityEngine::WheelHit* hit_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::WheelCollider*, DLL2SDK::UnityEngine::UnityEngine::WheelHit*)>(DLL2SDK::GameAssemblyBase + 0x4D73414)(this, hit_);
}
void DLL2SDK::UnityEngine::UnityEngine::WheelCollider::GetWorldPose_3126(DLL2SDK::UnityEngine::UnityEngine::Vector3* pos_, DLL2SDK::UnityEngine::UnityEngine::Quaternion* quat_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheelCollider*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4D734B4)(this, pos_, quat_);
}
float DLL2SDK::UnityEngine::UnityEngine::WheelCollider::get_rpm_3127()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheelCollider*)>(DLL2SDK::GameAssemblyBase + 0x4D7355C)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::WheelHit::get_point_3110()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::WheelHit*)>(DLL2SDK::GameAssemblyBase + 0x4D76194)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::WheelHit::get_normal_3111()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::WheelHit*)>(DLL2SDK::GameAssemblyBase + 0x4D761BC)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::WheelHit::get_forwardDir_3112()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::WheelHit*)>(DLL2SDK::GameAssemblyBase + 0x4D761E4)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::WheelHit::get_forwardSlip_3113()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheelHit*)>(DLL2SDK::GameAssemblyBase + 0x4D76200)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Collision2D::_ctor_3100()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Collision2D*)>(DLL2SDK::GameAssemblyBase + 0x4DC4D24)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Collider2D* DLL2SDK::UnityEngine::UnityEngine::Collision2D::get_collider_3101()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Collider2D*(*)(DLL2SDK::UnityEngine::UnityEngine::Collision2D*)>(DLL2SDK::GameAssemblyBase + 0x4DC4D2C)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Collider2D* DLL2SDK::UnityEngine::UnityEngine::Collision2D::get_otherCollider_3102()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Collider2D*(*)(DLL2SDK::UnityEngine::UnityEngine::Collision2D*)>(DLL2SDK::GameAssemblyBase + 0x4DC4DD8)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Rigidbody2D* DLL2SDK::UnityEngine::UnityEngine::Collision2D::get_rigidbody_3103()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rigidbody2D*(*)(DLL2SDK::UnityEngine::UnityEngine::Collision2D*)>(DLL2SDK::GameAssemblyBase + 0x4DC4E84)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Rigidbody2D* DLL2SDK::UnityEngine::UnityEngine::Collision2D::get_otherRigidbody_3104()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rigidbody2D*(*)(DLL2SDK::UnityEngine::UnityEngine::Collision2D*)>(DLL2SDK::GameAssemblyBase + 0x4DC4F30)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Transform* DLL2SDK::UnityEngine::UnityEngine::Collision2D::get_transform_3105()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Transform*(*)(DLL2SDK::UnityEngine::UnityEngine::Collision2D*)>(DLL2SDK::GameAssemblyBase + 0x4DC4FDC)(this);
}
DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine::UnityEngine::Collision2D::get_gameObject_3106()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GameObject*(*)(DLL2SDK::UnityEngine::UnityEngine::Collision2D*)>(DLL2SDK::GameAssemblyBase + 0x4DC50C8)(this);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::ContactPoint2D>* DLL2SDK::UnityEngine::UnityEngine::Collision2D::get_contacts_3107()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::ContactPoint2D>*(*)(DLL2SDK::UnityEngine::UnityEngine::Collision2D*)>(DLL2SDK::GameAssemblyBase + 0x4DC51B4)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Collision2D::get_relativeVelocity_3108()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Collision2D*)>(DLL2SDK::GameAssemblyBase + 0x4DC51BC)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Collision2D::get_enabled_3109()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Collision2D*)>(DLL2SDK::GameAssemblyBase + 0x4DC51D0)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::LayerMask::get_value_1106()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::LayerMask*)>(DLL2SDK::GameAssemblyBase + 0x4732AF0)(this);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::LayerMask::LayerToName_1107(int32_t layer_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4732AF8)(layer_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::LayerMask::NameToLayer_1108(DLL2SDK::mscorlib::System::String* layerName_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4732B90)(layerName_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::LayerMask::GetMask_1109(DLL2SDK::Array<DLL2SDK::mscorlib::System::String*>* layerNames_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::Array<DLL2SDK::mscorlib::System::String*>*)>(DLL2SDK::GameAssemblyBase + 0x4732C28)(layerNames_);
}
void DLL2SDK::UnityEngine::UnityEngine::ContactFilter2D::CheckConsistency_3096()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ContactFilter2D*)>(DLL2SDK::GameAssemblyBase + 0x4DC8F04)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::ContactFilter2D::SetLayerMask_3097(DLL2SDK::UnityEngine::UnityEngine::LayerMask layerMask_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ContactFilter2D*, DLL2SDK::UnityEngine::UnityEngine::LayerMask)>(DLL2SDK::GameAssemblyBase + 0x4DC8F0C)(this, layerMask_);
}
void DLL2SDK::UnityEngine::UnityEngine::ContactFilter2D::SetDepth_3098(float minDepth_, float maxDepth_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ContactFilter2D*, float, float)>(DLL2SDK::GameAssemblyBase + 0x4DC8F1C)(this, minDepth_, maxDepth_);
}
DLL2SDK::UnityEngine::UnityEngine::ContactFilter2D DLL2SDK::UnityEngine::UnityEngine::ContactFilter2D::CreateLegacyFilter_3099(int32_t layerMask_, float minDepth_, float maxDepth_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::ContactFilter2D(*)(int32_t, float, float)>(DLL2SDK::GameAssemblyBase + 0x4DC8F34)(layerMask_, minDepth_, maxDepth_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D::get_point_3073()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D*)>(DLL2SDK::GameAssemblyBase + 0x4AF1364)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D::get_normal_3074()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D*)>(DLL2SDK::GameAssemblyBase + 0x4AF138C)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D::get_fraction_3075()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D*)>(DLL2SDK::GameAssemblyBase + 0x4AF13A8)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Collider2D* DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D::get_collider_3076()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Collider2D*(*)(DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D*)>(DLL2SDK::GameAssemblyBase + 0x4AF13B8)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::CharacterController::SimpleMove_3048(DLL2SDK::UnityEngine::UnityEngine::Vector3 speed_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterController*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x464F1C8)(this, speed_);
}
bool DLL2SDK::UnityEngine::UnityEngine::CharacterController::INTERNAL_CALL_SimpleMove_3049(DLL2SDK::UnityEngine::UnityEngine::CharacterController* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* speed_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterController*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x464F1EC)(self_, speed_);
}
DLL2SDK::UnityEngine::UnityEngine::CollisionFlags DLL2SDK::UnityEngine::UnityEngine::CharacterController::Move_3050(DLL2SDK::UnityEngine::UnityEngine::Vector3 motion_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::CollisionFlags(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterController*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x464F28C)(this, motion_);
}
DLL2SDK::UnityEngine::UnityEngine::CollisionFlags DLL2SDK::UnityEngine::UnityEngine::CharacterController::INTERNAL_CALL_Move_3051(DLL2SDK::UnityEngine::UnityEngine::CharacterController* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* motion_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::CollisionFlags(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterController*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x464F2B0)(self_, motion_);
}
bool DLL2SDK::UnityEngine::UnityEngine::CharacterController::get_isGrounded_3052()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterController*)>(DLL2SDK::GameAssemblyBase + 0x464F350)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::CharacterController::get_velocity_3053()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterController*)>(DLL2SDK::GameAssemblyBase + 0x464F3E8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterController::INTERNAL_get_velocity_3054(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterController*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x464F430)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::CollisionFlags DLL2SDK::UnityEngine::UnityEngine::CharacterController::get_collisionFlags_3055()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::CollisionFlags(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterController*)>(DLL2SDK::GameAssemblyBase + 0x464F4D0)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::CharacterController::get_radius_3056()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterController*)>(DLL2SDK::GameAssemblyBase + 0x464F568)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterController::set_radius_3057(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterController*, float)>(DLL2SDK::GameAssemblyBase + 0x464F600)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::CharacterController::get_height_3058()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterController*)>(DLL2SDK::GameAssemblyBase + 0x464F6A0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterController::set_height_3059(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterController*, float)>(DLL2SDK::GameAssemblyBase + 0x464F738)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::CharacterController::get_center_3060()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterController*)>(DLL2SDK::GameAssemblyBase + 0x464F7D8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterController::set_center_3061(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterController*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x464F8C0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterController::INTERNAL_get_center_3062(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterController*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x464F820)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterController::INTERNAL_set_center_3063(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterController*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x464F8E0)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::CharacterController::get_slopeLimit_3064()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterController*)>(DLL2SDK::GameAssemblyBase + 0x464F980)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterController::set_slopeLimit_3065(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterController*, float)>(DLL2SDK::GameAssemblyBase + 0x464FA18)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::CharacterController::get_stepOffset_3066()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterController*)>(DLL2SDK::GameAssemblyBase + 0x464FAB8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterController::set_stepOffset_3067(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterController*, float)>(DLL2SDK::GameAssemblyBase + 0x464FB50)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::CharacterController::get_skinWidth_3068()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterController*)>(DLL2SDK::GameAssemblyBase + 0x464FBF0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterController::set_skinWidth_3069(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterController*, float)>(DLL2SDK::GameAssemblyBase + 0x464FC88)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::CharacterController::get_minMoveDistance_3070()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterController*)>(DLL2SDK::GameAssemblyBase + 0x464FD28)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterController::set_minMoveDistance_3071(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterController*, float)>(DLL2SDK::GameAssemblyBase + 0x464FDC0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterController::set_detectCollisions_3072(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterController*, bool)>(DLL2SDK::GameAssemblyBase + 0x464FE60)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::RaycastHit::get_point_3042()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::RaycastHit*)>(DLL2SDK::GameAssemblyBase + 0x4AF1070)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::RaycastHit::get_normal_3043()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::RaycastHit*)>(DLL2SDK::GameAssemblyBase + 0x4AF1098)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::RaycastHit::get_distance_3044()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::RaycastHit*)>(DLL2SDK::GameAssemblyBase + 0x4AF10B4)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Collider* DLL2SDK::UnityEngine::UnityEngine::RaycastHit::get_collider_3045()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Collider*(*)(DLL2SDK::UnityEngine::UnityEngine::RaycastHit*)>(DLL2SDK::GameAssemblyBase + 0x4AF10C4)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Rigidbody* DLL2SDK::UnityEngine::UnityEngine::RaycastHit::get_rigidbody_3046()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rigidbody*(*)(DLL2SDK::UnityEngine::UnityEngine::RaycastHit*)>(DLL2SDK::GameAssemblyBase + 0x4AF11A4)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Transform* DLL2SDK::UnityEngine::UnityEngine::RaycastHit::get_transform_3047()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Transform*(*)(DLL2SDK::UnityEngine::UnityEngine::RaycastHit*)>(DLL2SDK::GameAssemblyBase + 0x4AF12E4)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::CapsuleCollider::get_center_3032()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::CapsuleCollider*)>(DLL2SDK::GameAssemblyBase + 0x464E230)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::CapsuleCollider::set_center_3033(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CapsuleCollider*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x464E318)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::CapsuleCollider::INTERNAL_get_center_3034(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CapsuleCollider*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x464E278)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::CapsuleCollider::INTERNAL_set_center_3035(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CapsuleCollider*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x464E338)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::CapsuleCollider::get_radius_3036()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::CapsuleCollider*)>(DLL2SDK::GameAssemblyBase + 0x464E3D8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::CapsuleCollider::set_radius_3037(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CapsuleCollider*, float)>(DLL2SDK::GameAssemblyBase + 0x464E470)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::CapsuleCollider::get_height_3038()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::CapsuleCollider*)>(DLL2SDK::GameAssemblyBase + 0x464E510)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::CapsuleCollider::set_height_3039(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CapsuleCollider*, float)>(DLL2SDK::GameAssemblyBase + 0x464E5A8)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::CapsuleCollider::get_direction_3040()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::CapsuleCollider*)>(DLL2SDK::GameAssemblyBase + 0x464E648)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::CapsuleCollider::set_direction_3041(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CapsuleCollider*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x464E6E0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::MeshCollider::_ctor_3009()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MeshCollider*)>(DLL2SDK::GameAssemblyBase + 0x4ADE280)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Mesh* DLL2SDK::UnityEngine::UnityEngine::MeshCollider::get_sharedMesh_3010()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Mesh*(*)(DLL2SDK::UnityEngine::UnityEngine::MeshCollider*)>(DLL2SDK::GameAssemblyBase + 0x4ADE288)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::MeshCollider::set_sharedMesh_3011(DLL2SDK::UnityEngine::UnityEngine::Mesh* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MeshCollider*, DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4ADE320)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::MeshCollider::get_convex_3012()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::MeshCollider*)>(DLL2SDK::GameAssemblyBase + 0x4ADE3C0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::MeshCollider::set_convex_3013(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MeshCollider*, bool)>(DLL2SDK::GameAssemblyBase + 0x4ADE458)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::MeshCollider::get_inflateMesh_3014()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::MeshCollider*)>(DLL2SDK::GameAssemblyBase + 0x4ADE4F8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::MeshCollider::set_inflateMesh_3015(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MeshCollider*, bool)>(DLL2SDK::GameAssemblyBase + 0x4ADE590)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::MeshCollider::get_skinWidth_3016()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::MeshCollider*)>(DLL2SDK::GameAssemblyBase + 0x4ADE630)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::MeshCollider::set_skinWidth_3017(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MeshCollider*, float)>(DLL2SDK::GameAssemblyBase + 0x4ADE6C8)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::MeshCollider::get_smoothSphereCollisions_3018()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::MeshCollider*)>(DLL2SDK::GameAssemblyBase + 0x4ADE768)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::MeshCollider::set_smoothSphereCollisions_3019(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MeshCollider*, bool)>(DLL2SDK::GameAssemblyBase + 0x4ADE770)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::MeshCollider::get_localPosition_3020()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::MeshCollider*)>(DLL2SDK::GameAssemblyBase + 0x4ADE774)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::MeshCollider::set_localPosition_3021(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MeshCollider*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4ADE85C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::MeshCollider::INTERNAL_get_localPosition_3022(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MeshCollider*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4ADE7BC)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::MeshCollider::INTERNAL_set_localPosition_3023(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MeshCollider*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4ADE87C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::MeshCollider::get_localScale_3024()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::MeshCollider*)>(DLL2SDK::GameAssemblyBase + 0x4ADE91C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::MeshCollider::set_localScale_3025(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MeshCollider*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4ADEA04)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::MeshCollider::INTERNAL_get_localScale_3026(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MeshCollider*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4ADE964)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::MeshCollider::INTERNAL_set_localScale_3027(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MeshCollider*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4ADEA24)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::UnityEngine::UnityEngine::MeshCollider::get_localRotation_3028()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Quaternion(*)(DLL2SDK::UnityEngine::UnityEngine::MeshCollider*)>(DLL2SDK::GameAssemblyBase + 0x4ADEAC4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::MeshCollider::set_localRotation_3029(DLL2SDK::UnityEngine::UnityEngine::Quaternion value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MeshCollider*, DLL2SDK::UnityEngine::UnityEngine::Quaternion)>(DLL2SDK::GameAssemblyBase + 0x4ADEB9C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::MeshCollider::INTERNAL_get_localRotation_3030(DLL2SDK::UnityEngine::UnityEngine::Quaternion* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MeshCollider*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4ADEAFC)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::MeshCollider::INTERNAL_set_localRotation_3031(DLL2SDK::UnityEngine::UnityEngine::Quaternion* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MeshCollider*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4ADEBC0)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::SphereCollider::get_center_3003()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::SphereCollider*)>(DLL2SDK::GameAssemblyBase + 0x4EAD500)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::SphereCollider::set_center_3004(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SphereCollider*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4EAD5E8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::SphereCollider::INTERNAL_get_center_3005(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SphereCollider*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4EAD548)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::SphereCollider::INTERNAL_set_center_3006(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SphereCollider*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4EAD608)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::SphereCollider::get_radius_3007()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::SphereCollider*)>(DLL2SDK::GameAssemblyBase + 0x4EAD6A8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::SphereCollider::set_radius_3008(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SphereCollider*, float)>(DLL2SDK::GameAssemblyBase + 0x4EAD740)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::BoxCollider::get_center_2993()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::BoxCollider*)>(DLL2SDK::GameAssemblyBase + 0x46474D4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::BoxCollider::set_center_2994(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::BoxCollider*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x46475BC)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::BoxCollider::INTERNAL_get_center_2995(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::BoxCollider*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x464751C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::BoxCollider::INTERNAL_set_center_2996(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::BoxCollider*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x46475DC)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::BoxCollider::get_size_2997()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::BoxCollider*)>(DLL2SDK::GameAssemblyBase + 0x464767C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::BoxCollider::set_size_2998(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::BoxCollider*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4647764)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::BoxCollider::INTERNAL_get_size_2999(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::BoxCollider*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x46476C4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::BoxCollider::INTERNAL_set_size_3000(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::BoxCollider*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4647784)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::UnityEngine::UnityEngine::BoxCollider::get_rotation_3001()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Quaternion(*)(DLL2SDK::UnityEngine::UnityEngine::BoxCollider*)>(DLL2SDK::GameAssemblyBase + 0x4647824)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::BoxCollider::INTERNAL_get_rotation_3002(DLL2SDK::UnityEngine::UnityEngine::Quaternion* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::BoxCollider*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x464785C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::JointDrive::set_positionSpring_2660(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::JointDrive*, float)>(DLL2SDK::GameAssemblyBase + 0x47327AC)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::JointDrive::set_positionDamper_2661(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::JointDrive*, float)>(DLL2SDK::GameAssemblyBase + 0x47327BC)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::JointDrive::set_maximumForce_2662(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::JointDrive*, float)>(DLL2SDK::GameAssemblyBase + 0x47327CC)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit::get_limit_2652()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit*)>(DLL2SDK::GameAssemblyBase + 0x4EAD3B0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit::set_limit_2653(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit*, float)>(DLL2SDK::GameAssemblyBase + 0x4EAD3C0)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit::get_bounciness_2654()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit*)>(DLL2SDK::GameAssemblyBase + 0x4EAD3D0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit::set_bounciness_2655(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit*, float)>(DLL2SDK::GameAssemblyBase + 0x4EAD3E0)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring::get_spring_2656()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring*)>(DLL2SDK::GameAssemblyBase + 0x4EAD3F0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring::set_spring_2657(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring*, float)>(DLL2SDK::GameAssemblyBase + 0x4EAD400)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring::get_damper_2658()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring*)>(DLL2SDK::GameAssemblyBase + 0x4EAD410)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring::set_damper_2659(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring*, float)>(DLL2SDK::GameAssemblyBase + 0x4EAD420)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Rigidbody* DLL2SDK::UnityEngine::UnityEngine::Joint::get_connectedBody_2868()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rigidbody*(*)(DLL2SDK::UnityEngine::UnityEngine::Joint*)>(DLL2SDK::GameAssemblyBase + 0x4731C94)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Joint::set_connectedBody_2869(DLL2SDK::UnityEngine::UnityEngine::Rigidbody* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Joint*, DLL2SDK::UnityEngine::UnityEngine::Rigidbody*)>(DLL2SDK::GameAssemblyBase + 0x4731D2C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Joint::get_axis_2870()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Joint*)>(DLL2SDK::GameAssemblyBase + 0x4731DCC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Joint::set_axis_2871(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Joint*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4731EB4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Joint::INTERNAL_get_axis_2872(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Joint*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4731E14)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Joint::INTERNAL_set_axis_2873(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Joint*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4731ED4)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Joint::get_anchor_2874()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Joint*)>(DLL2SDK::GameAssemblyBase + 0x4731F74)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Joint::set_anchor_2875(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Joint*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x473205C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Joint::INTERNAL_get_anchor_2876(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Joint*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4731FBC)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Joint::INTERNAL_set_anchor_2877(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Joint*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x473207C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Joint::get_connectedAnchor_2878()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Joint*)>(DLL2SDK::GameAssemblyBase + 0x473211C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Joint::set_connectedAnchor_2879(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Joint*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4732204)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Joint::INTERNAL_get_connectedAnchor_2880(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Joint*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4732164)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Joint::INTERNAL_set_connectedAnchor_2881(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Joint*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4732224)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Joint::get_autoConfigureConnectedAnchor_2882()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Joint*)>(DLL2SDK::GameAssemblyBase + 0x47322C4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Joint::set_autoConfigureConnectedAnchor_2883(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Joint*, bool)>(DLL2SDK::GameAssemblyBase + 0x473235C)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Joint::get_breakForce_2884()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Joint*)>(DLL2SDK::GameAssemblyBase + 0x47323FC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Joint::set_breakForce_2885(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Joint*, float)>(DLL2SDK::GameAssemblyBase + 0x4732494)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Joint::get_breakTorque_2886()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Joint*)>(DLL2SDK::GameAssemblyBase + 0x4732534)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Joint::set_breakTorque_2887(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Joint*, float)>(DLL2SDK::GameAssemblyBase + 0x47325CC)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Joint::get_enableCollision_2888()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Joint*)>(DLL2SDK::GameAssemblyBase + 0x473266C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Joint::set_enableCollision_2889(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Joint*, bool)>(DLL2SDK::GameAssemblyBase + 0x4732704)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::CharacterJoint::get_swingAxis_2900()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterJoint*)>(DLL2SDK::GameAssemblyBase + 0x4650504)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterJoint::set_swingAxis_2901(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterJoint*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x46505EC)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterJoint::INTERNAL_get_swingAxis_2902(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterJoint*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x465054C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterJoint::INTERNAL_set_swingAxis_2903(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterJoint*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x465060C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring DLL2SDK::UnityEngine::UnityEngine::CharacterJoint::get_twistLimitSpring_2904()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterJoint*)>(DLL2SDK::GameAssemblyBase + 0x46506AC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterJoint::set_twistLimitSpring_2905(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring)>(DLL2SDK::GameAssemblyBase + 0x4650788)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterJoint::INTERNAL_get_twistLimitSpring_2906(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring*)>(DLL2SDK::GameAssemblyBase + 0x46506E8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterJoint::INTERNAL_set_twistLimitSpring_2907(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring*)>(DLL2SDK::GameAssemblyBase + 0x46507A4)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring DLL2SDK::UnityEngine::UnityEngine::CharacterJoint::get_swingLimitSpring_2908()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterJoint*)>(DLL2SDK::GameAssemblyBase + 0x4650844)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterJoint::set_swingLimitSpring_2909(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring)>(DLL2SDK::GameAssemblyBase + 0x4650920)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterJoint::INTERNAL_get_swingLimitSpring_2910(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring*)>(DLL2SDK::GameAssemblyBase + 0x4650880)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterJoint::INTERNAL_set_swingLimitSpring_2911(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring*)>(DLL2SDK::GameAssemblyBase + 0x465093C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit DLL2SDK::UnityEngine::UnityEngine::CharacterJoint::get_lowTwistLimit_2912()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterJoint*)>(DLL2SDK::GameAssemblyBase + 0x46509DC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterJoint::set_lowTwistLimit_2913(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit)>(DLL2SDK::GameAssemblyBase + 0x4650AC4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterJoint::INTERNAL_get_lowTwistLimit_2914(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit*)>(DLL2SDK::GameAssemblyBase + 0x4650A24)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterJoint::INTERNAL_set_lowTwistLimit_2915(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit*)>(DLL2SDK::GameAssemblyBase + 0x4650AE4)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit DLL2SDK::UnityEngine::UnityEngine::CharacterJoint::get_highTwistLimit_2916()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterJoint*)>(DLL2SDK::GameAssemblyBase + 0x4650B84)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterJoint::set_highTwistLimit_2917(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit)>(DLL2SDK::GameAssemblyBase + 0x4650C6C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterJoint::INTERNAL_get_highTwistLimit_2918(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit*)>(DLL2SDK::GameAssemblyBase + 0x4650BCC)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterJoint::INTERNAL_set_highTwistLimit_2919(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit*)>(DLL2SDK::GameAssemblyBase + 0x4650C8C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit DLL2SDK::UnityEngine::UnityEngine::CharacterJoint::get_swing1Limit_2920()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterJoint*)>(DLL2SDK::GameAssemblyBase + 0x4650D2C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterJoint::set_swing1Limit_2921(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit)>(DLL2SDK::GameAssemblyBase + 0x4650E14)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterJoint::INTERNAL_get_swing1Limit_2922(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit*)>(DLL2SDK::GameAssemblyBase + 0x4650D74)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterJoint::INTERNAL_set_swing1Limit_2923(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit*)>(DLL2SDK::GameAssemblyBase + 0x4650E34)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit DLL2SDK::UnityEngine::UnityEngine::CharacterJoint::get_swing2Limit_2924()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterJoint*)>(DLL2SDK::GameAssemblyBase + 0x4650ED4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterJoint::set_swing2Limit_2925(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit)>(DLL2SDK::GameAssemblyBase + 0x4650FBC)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterJoint::INTERNAL_get_swing2Limit_2926(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit*)>(DLL2SDK::GameAssemblyBase + 0x4650F1C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterJoint::INTERNAL_set_swing2Limit_2927(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit*)>(DLL2SDK::GameAssemblyBase + 0x4650FDC)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::CharacterJoint::get_enableProjection_2928()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterJoint*)>(DLL2SDK::GameAssemblyBase + 0x465107C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::CharacterJoint::set_enableProjection_2929(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterJoint*, bool)>(DLL2SDK::GameAssemblyBase + 0x4651114)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::CharacterJoint::get_projectionDistance_2930()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterJoint*)>(DLL2SDK::GameAssemblyBase + 0x46511B4)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::CharacterJoint::get_projectionAngle_2931()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::CharacterJoint*)>(DLL2SDK::GameAssemblyBase + 0x465124C)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::SpringJoint::get_spring_2897()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::SpringJoint*)>(DLL2SDK::GameAssemblyBase + 0x4EAD95C)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::SpringJoint::get_damper_2898()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::SpringJoint*)>(DLL2SDK::GameAssemblyBase + 0x4EAD9F4)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::SpringJoint::get_maxDistance_2899()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::SpringJoint*)>(DLL2SDK::GameAssemblyBase + 0x4EADA8C)(this);
}
DLL2SDK::UnityEngine::UnityEngine::JointLimits DLL2SDK::UnityEngine::UnityEngine::HingeJoint::get_limits_2890()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::JointLimits(*)(DLL2SDK::UnityEngine::UnityEngine::HingeJoint*)>(DLL2SDK::GameAssemblyBase + 0x472F9E4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::HingeJoint::INTERNAL_get_limits_2891(DLL2SDK::UnityEngine::UnityEngine::JointLimits* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::HingeJoint*, DLL2SDK::UnityEngine::UnityEngine::JointLimits*)>(DLL2SDK::GameAssemblyBase + 0x472FA30)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::JointSpring DLL2SDK::UnityEngine::UnityEngine::HingeJoint::get_spring_2892()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::JointSpring(*)(DLL2SDK::UnityEngine::UnityEngine::HingeJoint*)>(DLL2SDK::GameAssemblyBase + 0x472FAD0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::HingeJoint::INTERNAL_get_spring_2893(DLL2SDK::UnityEngine::UnityEngine::JointSpring* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::HingeJoint*, DLL2SDK::UnityEngine::UnityEngine::JointSpring*)>(DLL2SDK::GameAssemblyBase + 0x472FB18)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::HingeJoint::get_useMotor_2894()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::HingeJoint*)>(DLL2SDK::GameAssemblyBase + 0x472FBB8)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::HingeJoint::get_useLimits_2895()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::HingeJoint*)>(DLL2SDK::GameAssemblyBase + 0x472FC50)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::HingeJoint::get_useSpring_2896()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::HingeJoint*)>(DLL2SDK::GameAssemblyBase + 0x472FCE8)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::ContactPoint::get_point_2783()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::ContactPoint*)>(DLL2SDK::GameAssemblyBase + 0x4DC90B0)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::ContactPoint::get_normal_2784()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::ContactPoint*)>(DLL2SDK::GameAssemblyBase + 0x4DC90D8)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Collider* DLL2SDK::UnityEngine::UnityEngine::ContactPoint::get_thisCollider_2785()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Collider*(*)(DLL2SDK::UnityEngine::UnityEngine::ContactPoint*)>(DLL2SDK::GameAssemblyBase + 0x4DC918C)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Collider* DLL2SDK::UnityEngine::UnityEngine::ContactPoint::get_otherCollider_2786()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Collider*(*)(DLL2SDK::UnityEngine::UnityEngine::ContactPoint*)>(DLL2SDK::GameAssemblyBase + 0x4DC919C)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Collider* DLL2SDK::UnityEngine::UnityEngine::ContactPoint::ColliderFromInstanceId_2787(int32_t instanceID_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Collider*(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DC90F4)(instanceID_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Physics::get_gravity_2690()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)()>(DLL2SDK::GameAssemblyBase + 0x4AE8394)();
}
void DLL2SDK::UnityEngine::UnityEngine::Physics::set_gravity_2691(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4AE846C)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Physics::INTERNAL_get_gravity_2692(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4AE83D4)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Physics::INTERNAL_set_gravity_2693(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4AE848C)(value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Physics::AddAnAggregate_2694(bool enableCollision_)
{
return reinterpret_cast<int32_t(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x4AE8524)(enableCollision_);
}
void DLL2SDK::UnityEngine::UnityEngine::Physics::set_queriesHitBackfaces_2695(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x4AE85BC)(value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::Raycast_2696(DLL2SDK::UnityEngine::UnityEngine::Vector3 origin_, DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_, float maxDistance_, int32_t layerMask_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AE8654)(origin_, direction_, maxDistance_, layerMask_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::Raycast_2697(DLL2SDK::UnityEngine::UnityEngine::Vector3 origin_, DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_, float maxDistance_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, float)>(DLL2SDK::GameAssemblyBase + 0x4AE8708)(origin_, direction_, maxDistance_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::Raycast_2698(DLL2SDK::UnityEngine::UnityEngine::Vector3 origin_, DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4AE8760)(origin_, direction_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::Raycast_2699(DLL2SDK::UnityEngine::UnityEngine::Vector3 origin_, DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_, float maxDistance_, int32_t layerMask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, float, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AE86B0)(origin_, direction_, maxDistance_, layerMask_, queryTriggerInteraction_);
}
void DLL2SDK::UnityEngine::UnityEngine::Physics::LockSceneWrite_2700(bool lockScene_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x4AE880C)(lockScene_);
}
void DLL2SDK::UnityEngine::UnityEngine::Physics::AddRigidBodiesToAggregateAssumeLocked_2701(DLL2SDK::UnityEngine::UnityEngine::Rigidbody* body_, int32_t aggregateIndex_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AE88A4)(body_, aggregateIndex_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::Raycast_2702(DLL2SDK::UnityEngine::UnityEngine::Vector3 origin_, DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit* hitInfo_, float maxDistance_, int32_t layerMask_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::RaycastHit*, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AE8944)(origin_, direction_, hitInfo_, maxDistance_, layerMask_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::Raycast_2703(DLL2SDK::UnityEngine::UnityEngine::Vector3 origin_, DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit* hitInfo_, float maxDistance_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::RaycastHit*, float)>(DLL2SDK::GameAssemblyBase + 0x4AE8A08)(origin_, direction_, hitInfo_, maxDistance_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::Raycast_2704(DLL2SDK::UnityEngine::UnityEngine::Vector3 origin_, DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit* hitInfo_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::RaycastHit*)>(DLL2SDK::GameAssemblyBase + 0x4AE8A68)(origin_, direction_, hitInfo_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::Raycast_2705(DLL2SDK::UnityEngine::UnityEngine::Vector3 origin_, DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit* hitInfo_, float maxDistance_, int32_t layerMask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::RaycastHit*, float, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AE89A8)(origin_, direction_, hitInfo_, maxDistance_, layerMask_, queryTriggerInteraction_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::Raycast_2706(DLL2SDK::UnityEngine::UnityEngine::Ray ray_, float maxDistance_, int32_t layerMask_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Ray, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AE8B2C)(ray_, maxDistance_, layerMask_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::Raycast_2707(DLL2SDK::UnityEngine::UnityEngine::Ray ray_, float maxDistance_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Ray, float)>(DLL2SDK::GameAssemblyBase + 0x4AE8BE0)(ray_, maxDistance_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::Raycast_2708(DLL2SDK::UnityEngine::UnityEngine::Ray ray_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Ray)>(DLL2SDK::GameAssemblyBase + 0x4AE8C38)(ray_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::Raycast_2709(DLL2SDK::UnityEngine::UnityEngine::Ray ray_, float maxDistance_, int32_t layerMask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Ray, float, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AE8B88)(ray_, maxDistance_, layerMask_, queryTriggerInteraction_);
}
void DLL2SDK::UnityEngine::UnityEngine::Physics::AddRigidBodiesToAggregate_2710(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Rigidbody*>* bodies_, int32_t aggregateIndex_)
{
return reinterpret_cast<void(*)(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Rigidbody*>*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AE8CB4)(bodies_, aggregateIndex_);
}
void DLL2SDK::UnityEngine::UnityEngine::Physics::ReleaseAggregateFromScene_2711(int32_t aggregateIndex_)
{
return reinterpret_cast<void(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AE8D28)(aggregateIndex_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::Raycast_2712(DLL2SDK::UnityEngine::UnityEngine::Ray ray_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit* hitInfo_, float maxDistance_, int32_t layerMask_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Ray, DLL2SDK::UnityEngine::UnityEngine::RaycastHit*, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AE8DC0)(ray_, hitInfo_, maxDistance_, layerMask_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::Raycast_2713(DLL2SDK::UnityEngine::UnityEngine::Ray ray_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit* hitInfo_, float maxDistance_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Ray, DLL2SDK::UnityEngine::UnityEngine::RaycastHit*, float)>(DLL2SDK::GameAssemblyBase + 0x4AE8E84)(ray_, hitInfo_, maxDistance_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::Raycast_2714(DLL2SDK::UnityEngine::UnityEngine::Ray ray_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit* hitInfo_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Ray, DLL2SDK::UnityEngine::UnityEngine::RaycastHit*)>(DLL2SDK::GameAssemblyBase + 0x4AE8EE4)(ray_, hitInfo_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::Raycast_2715(DLL2SDK::UnityEngine::UnityEngine::Ray ray_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit* hitInfo_, float maxDistance_, int32_t layerMask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Ray, DLL2SDK::UnityEngine::UnityEngine::RaycastHit*, float, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AE8E24)(ray_, hitInfo_, maxDistance_, layerMask_, queryTriggerInteraction_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>* DLL2SDK::UnityEngine::UnityEngine::Physics::RaycastAll_2716(DLL2SDK::UnityEngine::UnityEngine::Ray ray_, float maxDistance_, int32_t layerMask_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>*(*)(DLL2SDK::UnityEngine::UnityEngine::Ray, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AE8F48)(ray_, maxDistance_, layerMask_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>* DLL2SDK::UnityEngine::UnityEngine::Physics::RaycastAll_2717(DLL2SDK::UnityEngine::UnityEngine::Ray ray_, float maxDistance_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>*(*)(DLL2SDK::UnityEngine::UnityEngine::Ray, float)>(DLL2SDK::GameAssemblyBase + 0x4AE8FFC)(ray_, maxDistance_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>* DLL2SDK::UnityEngine::UnityEngine::Physics::RaycastAll_2718(DLL2SDK::UnityEngine::UnityEngine::Ray ray_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>*(*)(DLL2SDK::UnityEngine::UnityEngine::Ray)>(DLL2SDK::GameAssemblyBase + 0x4AE9054)(ray_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>* DLL2SDK::UnityEngine::UnityEngine::Physics::RaycastAll_2719(DLL2SDK::UnityEngine::UnityEngine::Ray ray_, float maxDistance_, int32_t layerMask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>*(*)(DLL2SDK::UnityEngine::UnityEngine::Ray, float, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AE8FA4)(ray_, maxDistance_, layerMask_, queryTriggerInteraction_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>* DLL2SDK::UnityEngine::UnityEngine::Physics::RaycastAll_2720(DLL2SDK::UnityEngine::UnityEngine::Vector3 origin_, DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_, float maxDistance_, int32_t layermask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>*(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, float, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AE90A8)(origin_, direction_, maxDistance_, layermask_, queryTriggerInteraction_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>* DLL2SDK::UnityEngine::UnityEngine::Physics::RaycastAll_2721(DLL2SDK::UnityEngine::UnityEngine::Vector3 origin_, DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_, float maxDistance_, int32_t layermask_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>*(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AE91B8)(origin_, direction_, maxDistance_, layermask_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>* DLL2SDK::UnityEngine::UnityEngine::Physics::RaycastAll_2722(DLL2SDK::UnityEngine::UnityEngine::Vector3 origin_, DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_, float maxDistance_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>*(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, float)>(DLL2SDK::GameAssemblyBase + 0x4AE9214)(origin_, direction_, maxDistance_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>* DLL2SDK::UnityEngine::UnityEngine::Physics::RaycastAll_2723(DLL2SDK::UnityEngine::UnityEngine::Vector3 origin_, DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>*(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4AE926C)(origin_, direction_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>* DLL2SDK::UnityEngine::UnityEngine::Physics::INTERNAL_CALL_RaycastAll_2724(DLL2SDK::UnityEngine::UnityEngine::Vector3* origin_, DLL2SDK::UnityEngine::UnityEngine::Vector3* direction_, float maxDistance_, int32_t layermask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>*(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, float, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AE9100)(origin_, direction_, maxDistance_, layermask_, queryTriggerInteraction_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Physics::RaycastNonAlloc_2725(DLL2SDK::UnityEngine::UnityEngine::Ray ray_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>* results_, float maxDistance_, int32_t layerMask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Ray, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>*, float, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AE92C0)(ray_, results_, maxDistance_, layerMask_, queryTriggerInteraction_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Physics::RaycastNonAlloc_2726(DLL2SDK::UnityEngine::UnityEngine::Vector3 origin_, DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>* results_, float maxDistance_, int32_t layermask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>*, float, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AE9320)(origin_, direction_, results_, maxDistance_, layermask_, queryTriggerInteraction_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Physics::RaycastNonAlloc_2727(DLL2SDK::UnityEngine::UnityEngine::Vector3 origin_, DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>* results_, float maxDistance_, int32_t layermask_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>*, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AE9454)(origin_, direction_, results_, maxDistance_, layermask_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Physics::INTERNAL_CALL_RaycastNonAlloc_2728(DLL2SDK::UnityEngine::UnityEngine::Vector3* origin_, DLL2SDK::UnityEngine::UnityEngine::Vector3* direction_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>* results_, float maxDistance_, int32_t layermask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>*, float, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AE9380)(origin_, direction_, results_, maxDistance_, layermask_, queryTriggerInteraction_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::Linecast_2729(DLL2SDK::UnityEngine::UnityEngine::Vector3 start_, DLL2SDK::UnityEngine::UnityEngine::Vector3 end_, int32_t layerMask_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AE94B8)(start_, end_, layerMask_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::Linecast_2730(DLL2SDK::UnityEngine::UnityEngine::Vector3 start_, DLL2SDK::UnityEngine::UnityEngine::Vector3 end_, int32_t layerMask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AE94EC)(start_, end_, layerMask_, queryTriggerInteraction_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::Linecast_2731(DLL2SDK::UnityEngine::UnityEngine::Vector3 start_, DLL2SDK::UnityEngine::UnityEngine::Vector3 end_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit* hitInfo_, int32_t layerMask_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::RaycastHit*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AE95A0)(start_, end_, hitInfo_, layerMask_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::Linecast_2732(DLL2SDK::UnityEngine::UnityEngine::Vector3 start_, DLL2SDK::UnityEngine::UnityEngine::Vector3 end_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit* hitInfo_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::RaycastHit*)>(DLL2SDK::GameAssemblyBase + 0x4AE9694)(start_, end_, hitInfo_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::Linecast_2733(DLL2SDK::UnityEngine::UnityEngine::Vector3 start_, DLL2SDK::UnityEngine::UnityEngine::Vector3 end_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit* hitInfo_, int32_t layerMask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::RaycastHit*, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AE95E0)(start_, end_, hitInfo_, layerMask_, queryTriggerInteraction_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Collider*>* DLL2SDK::UnityEngine::UnityEngine::Physics::OverlapSphere_2734(DLL2SDK::UnityEngine::UnityEngine::Vector3 position_, float radius_, int32_t layerMask_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Collider*>*(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AE96D0)(position_, radius_, layerMask_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Collider*>* DLL2SDK::UnityEngine::UnityEngine::Physics::OverlapSphere_2735(DLL2SDK::UnityEngine::UnityEngine::Vector3 position_, float radius_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Collider*>*(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, float)>(DLL2SDK::GameAssemblyBase + 0x4AE97BC)(position_, radius_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Collider*>* DLL2SDK::UnityEngine::UnityEngine::Physics::INTERNAL_CALL_OverlapSphere_2736(DLL2SDK::UnityEngine::UnityEngine::Vector3* position_, float radius_, int32_t layerMask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Collider*>*(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, float, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AE970C)(position_, radius_, layerMask_, queryTriggerInteraction_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Physics::OverlapSphereNonAlloc_2737(DLL2SDK::UnityEngine::UnityEngine::Vector3 position_, float radius_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Collider*>* results_, int32_t layerMask_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, float, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Collider*>*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AE97F4)(position_, radius_, results_, layerMask_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Physics::INTERNAL_CALL_OverlapSphereNonAlloc_2738(DLL2SDK::UnityEngine::UnityEngine::Vector3* position_, float radius_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Collider*>* results_, int32_t layerMask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, float, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Collider*>*, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AE9838)(position_, radius_, results_, layerMask_, queryTriggerInteraction_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Collider*>* DLL2SDK::UnityEngine::UnityEngine::Physics::OverlapCapsule_2739(DLL2SDK::UnityEngine::UnityEngine::Vector3 point0_, DLL2SDK::UnityEngine::UnityEngine::Vector3 point1_, float radius_, int32_t layerMask_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Collider*>*(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AE98F0)(point0_, point1_, radius_, layerMask_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Collider*>* DLL2SDK::UnityEngine::UnityEngine::Physics::INTERNAL_CALL_OverlapCapsule_2740(DLL2SDK::UnityEngine::UnityEngine::Vector3* point0_, DLL2SDK::UnityEngine::UnityEngine::Vector3* point1_, float radius_, int32_t layerMask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Collider*>*(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, float, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AE994C)(point0_, point1_, radius_, layerMask_, queryTriggerInteraction_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Physics::OverlapCapsuleNonAlloc_2741(DLL2SDK::UnityEngine::UnityEngine::Vector3 point0_, DLL2SDK::UnityEngine::UnityEngine::Vector3 point1_, float radius_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Collider*>* results_, int32_t layerMask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, float, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Collider*>*, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AE9A04)(point0_, point1_, radius_, results_, layerMask_, queryTriggerInteraction_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Physics::OverlapCapsuleNonAlloc_2742(DLL2SDK::UnityEngine::UnityEngine::Vector3 point0_, DLL2SDK::UnityEngine::UnityEngine::Vector3 point1_, float radius_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Collider*>* results_, int32_t layerMask_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, float, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Collider*>*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AE9B2C)(point0_, point1_, radius_, results_, layerMask_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Physics::INTERNAL_CALL_OverlapCapsuleNonAlloc_2743(DLL2SDK::UnityEngine::UnityEngine::Vector3* point0_, DLL2SDK::UnityEngine::UnityEngine::Vector3* point1_, float radius_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Collider*>* results_, int32_t layerMask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, float, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Collider*>*, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AE9A68)(point0_, point1_, radius_, results_, layerMask_, queryTriggerInteraction_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::CapsuleCast_2744(DLL2SDK::UnityEngine::UnityEngine::Vector3 point1_, DLL2SDK::UnityEngine::UnityEngine::Vector3 point2_, float radius_, DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit* hitInfo_, float maxDistance_, int32_t layerMask_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, float, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::RaycastHit*, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AE9B8C)(point1_, point2_, radius_, direction_, hitInfo_, maxDistance_, layerMask_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::CapsuleCast_2745(DLL2SDK::UnityEngine::UnityEngine::Vector3 point1_, DLL2SDK::UnityEngine::UnityEngine::Vector3 point2_, float radius_, DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit* hitInfo_, float maxDistance_, int32_t layerMask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, float, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::RaycastHit*, float, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AE9BF8)(point1_, point2_, radius_, direction_, hitInfo_, maxDistance_, layerMask_, queryTriggerInteraction_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::SphereCast_2746(DLL2SDK::UnityEngine::UnityEngine::Vector3 origin_, float radius_, DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit* hitInfo_, float maxDistance_, int32_t layerMask_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, float, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::RaycastHit*, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AE9CE8)(origin_, radius_, direction_, hitInfo_, maxDistance_, layerMask_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::SphereCast_2747(DLL2SDK::UnityEngine::UnityEngine::Vector3 origin_, float radius_, DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit* hitInfo_, float maxDistance_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, float, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::RaycastHit*, float)>(DLL2SDK::GameAssemblyBase + 0x4AE9DA0)(origin_, radius_, direction_, hitInfo_, maxDistance_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::SphereCast_2748(DLL2SDK::UnityEngine::UnityEngine::Vector3 origin_, float radius_, DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit* hitInfo_, float maxDistance_, int32_t layerMask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, float, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::RaycastHit*, float, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AE9D44)(origin_, radius_, direction_, hitInfo_, maxDistance_, layerMask_, queryTriggerInteraction_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>* DLL2SDK::UnityEngine::UnityEngine::Physics::CapsuleCastAll_2749(DLL2SDK::UnityEngine::UnityEngine::Vector3 point1_, DLL2SDK::UnityEngine::UnityEngine::Vector3 point2_, float radius_, DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_, float maxDistance_, int32_t layermask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>*(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, float, DLL2SDK::UnityEngine::UnityEngine::Vector3, float, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AE9DF8)(point1_, point2_, radius_, direction_, maxDistance_, layermask_, queryTriggerInteraction_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>* DLL2SDK::UnityEngine::UnityEngine::Physics::INTERNAL_CALL_CapsuleCastAll_2750(DLL2SDK::UnityEngine::UnityEngine::Vector3* point1_, DLL2SDK::UnityEngine::UnityEngine::Vector3* point2_, float radius_, DLL2SDK::UnityEngine::UnityEngine::Vector3* direction_, float maxDistance_, int32_t layermask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>*(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, float, DLL2SDK::UnityEngine::UnityEngine::Vector3*, float, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AE9E70)(point1_, point2_, radius_, direction_, maxDistance_, layermask_, queryTriggerInteraction_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Physics::CapsuleCastNonAlloc_2751(DLL2SDK::UnityEngine::UnityEngine::Vector3 point1_, DLL2SDK::UnityEngine::UnityEngine::Vector3 point2_, float radius_, DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>* results_, float maxDistance_, int32_t layermask_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, float, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>*, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AE9F4C)(point1_, point2_, radius_, direction_, results_, maxDistance_, layermask_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Physics::INTERNAL_CALL_CapsuleCastNonAlloc_2752(DLL2SDK::UnityEngine::UnityEngine::Vector3* point1_, DLL2SDK::UnityEngine::UnityEngine::Vector3* point2_, float radius_, DLL2SDK::UnityEngine::UnityEngine::Vector3* direction_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>* results_, float maxDistance_, int32_t layermask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, float, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>*, float, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AE9FCC)(point1_, point2_, radius_, direction_, results_, maxDistance_, layermask_, queryTriggerInteraction_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>* DLL2SDK::UnityEngine::UnityEngine::Physics::SphereCastAll_2753(DLL2SDK::UnityEngine::UnityEngine::Vector3 origin_, float radius_, DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_, float maxDistance_, int32_t layerMask_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>*(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, float, DLL2SDK::UnityEngine::UnityEngine::Vector3, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AEA0B4)(origin_, radius_, direction_, maxDistance_, layerMask_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>* DLL2SDK::UnityEngine::UnityEngine::Physics::SphereCastAll_2754(DLL2SDK::UnityEngine::UnityEngine::Vector3 origin_, float radius_, DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_, float maxDistance_, int32_t layerMask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>*(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, float, DLL2SDK::UnityEngine::UnityEngine::Vector3, float, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AEA104)(origin_, radius_, direction_, maxDistance_, layerMask_, queryTriggerInteraction_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::CheckSphere_2755(DLL2SDK::UnityEngine::UnityEngine::Vector3 position_, float radius_, int32_t layerMask_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AEA154)(position_, radius_, layerMask_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::INTERNAL_CALL_CheckSphere_2756(DLL2SDK::UnityEngine::UnityEngine::Vector3* position_, float radius_, int32_t layerMask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, float, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AEA190)(position_, radius_, layerMask_, queryTriggerInteraction_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::CheckCapsule_2757(DLL2SDK::UnityEngine::UnityEngine::Vector3 start_, DLL2SDK::UnityEngine::UnityEngine::Vector3 end_, float radius_, int32_t layermask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, float, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AEA240)(start_, end_, radius_, layermask_, queryTriggerInteraction_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::CheckCapsule_2758(DLL2SDK::UnityEngine::UnityEngine::Vector3 start_, DLL2SDK::UnityEngine::UnityEngine::Vector3 end_, float radius_, int32_t layermask_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AEA350)(start_, end_, radius_, layermask_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::INTERNAL_CALL_CheckCapsule_2759(DLL2SDK::UnityEngine::UnityEngine::Vector3* start_, DLL2SDK::UnityEngine::UnityEngine::Vector3* end_, float radius_, int32_t layermask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, float, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AEA298)(start_, end_, radius_, layermask_, queryTriggerInteraction_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::CheckBox_2760(DLL2SDK::UnityEngine::UnityEngine::Vector3 center_, DLL2SDK::UnityEngine::UnityEngine::Vector3 halfExtents_, DLL2SDK::UnityEngine::UnityEngine::Quaternion orientation_, int32_t layermask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Quaternion, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AEA3AC)(center_, halfExtents_, orientation_, layermask_, queryTriggerInteraction_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::CheckBox_2761(DLL2SDK::UnityEngine::UnityEngine::Vector3 center_, DLL2SDK::UnityEngine::UnityEngine::Vector3 halfExtents_, DLL2SDK::UnityEngine::UnityEngine::Quaternion orientation_, int32_t layermask_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Quaternion, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AEA4C4)(center_, halfExtents_, orientation_, layermask_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::INTERNAL_CALL_CheckBox_2762(DLL2SDK::UnityEngine::UnityEngine::Vector3* center_, DLL2SDK::UnityEngine::UnityEngine::Vector3* halfExtents_, DLL2SDK::UnityEngine::UnityEngine::Quaternion* orientation_, int32_t layermask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AEA40C)(center_, halfExtents_, orientation_, layermask_, queryTriggerInteraction_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Collider*>* DLL2SDK::UnityEngine::UnityEngine::Physics::OverlapBox_2763(DLL2SDK::UnityEngine::UnityEngine::Vector3 center_, DLL2SDK::UnityEngine::UnityEngine::Vector3 halfExtents_, DLL2SDK::UnityEngine::UnityEngine::Quaternion orientation_, int32_t layerMask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Collider*>*(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Quaternion, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AEA524)(center_, halfExtents_, orientation_, layerMask_, queryTriggerInteraction_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Collider*>* DLL2SDK::UnityEngine::UnityEngine::Physics::INTERNAL_CALL_OverlapBox_2764(DLL2SDK::UnityEngine::UnityEngine::Vector3* center_, DLL2SDK::UnityEngine::UnityEngine::Vector3* halfExtents_, DLL2SDK::UnityEngine::UnityEngine::Quaternion* orientation_, int32_t layerMask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Collider*>*(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AEA584)(center_, halfExtents_, orientation_, layerMask_, queryTriggerInteraction_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Physics::OverlapBoxNonAlloc_2765(DLL2SDK::UnityEngine::UnityEngine::Vector3 center_, DLL2SDK::UnityEngine::UnityEngine::Vector3 halfExtents_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Collider*>* results_, DLL2SDK::UnityEngine::UnityEngine::Quaternion orientation_, int32_t layerMask_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Collider*>*, DLL2SDK::UnityEngine::UnityEngine::Quaternion, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AEA63C)(center_, halfExtents_, results_, orientation_, layerMask_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Physics::INTERNAL_CALL_OverlapBoxNonAlloc_2766(DLL2SDK::UnityEngine::UnityEngine::Vector3* center_, DLL2SDK::UnityEngine::UnityEngine::Vector3* halfExtents_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Collider*>* results_, DLL2SDK::UnityEngine::UnityEngine::Quaternion* orientation_, int32_t layerMask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Collider*>*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AEA6A4)(center_, halfExtents_, results_, orientation_, layerMask_, queryTriggerInteraction_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Physics::BoxCastNonAlloc_2767(DLL2SDK::UnityEngine::UnityEngine::Vector3 center_, DLL2SDK::UnityEngine::UnityEngine::Vector3 halfExtents_, DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>* results_, DLL2SDK::UnityEngine::UnityEngine::Quaternion orientation_, float maxDistance_, int32_t layermask_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>*, DLL2SDK::UnityEngine::UnityEngine::Quaternion, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AEA768)(center_, halfExtents_, direction_, results_, orientation_, maxDistance_, layermask_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Physics::INTERNAL_CALL_BoxCastNonAlloc_2768(DLL2SDK::UnityEngine::UnityEngine::Vector3* center_, DLL2SDK::UnityEngine::UnityEngine::Vector3* halfExtents_, DLL2SDK::UnityEngine::UnityEngine::Vector3* direction_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>* results_, DLL2SDK::UnityEngine::UnityEngine::Quaternion* orientation_, float maxDistance_, int32_t layermask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit>*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*, float, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AEA804)(center_, halfExtents_, direction_, results_, orientation_, maxDistance_, layermask_, queryTriggerInteraction_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::Internal_BoxCast_2769(DLL2SDK::UnityEngine::UnityEngine::Vector3 center_, DLL2SDK::UnityEngine::UnityEngine::Vector3 halfExtents_, DLL2SDK::UnityEngine::UnityEngine::Quaternion orientation_, DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit* hitInfo_, float maxDistance_, int32_t layermask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Quaternion, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::RaycastHit*, float, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AEA8EC)(center_, halfExtents_, orientation_, direction_, hitInfo_, maxDistance_, layermask_, queryTriggerInteraction_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::INTERNAL_CALL_Internal_BoxCast_2770(DLL2SDK::UnityEngine::UnityEngine::Vector3* center_, DLL2SDK::UnityEngine::UnityEngine::Vector3* halfExtents_, DLL2SDK::UnityEngine::UnityEngine::Quaternion* orientation_, DLL2SDK::UnityEngine::UnityEngine::Vector3* direction_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit* hitInfo_, float maxDistance_, int32_t layermask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::RaycastHit*, float, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AEA988)(center_, halfExtents_, orientation_, direction_, hitInfo_, maxDistance_, layermask_, queryTriggerInteraction_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::BoxCast_2771(DLL2SDK::UnityEngine::UnityEngine::Vector3 center_, DLL2SDK::UnityEngine::UnityEngine::Vector3 halfExtents_, DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit* hitInfo_, DLL2SDK::UnityEngine::UnityEngine::Quaternion orientation_, float maxDistance_, int32_t layerMask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::RaycastHit*, DLL2SDK::UnityEngine::UnityEngine::Quaternion, float, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AEAA70)(center_, halfExtents_, direction_, hitInfo_, orientation_, maxDistance_, layerMask_, queryTriggerInteraction_);
}
void DLL2SDK::UnityEngine::UnityEngine::Physics::IgnoreCollision_2772(DLL2SDK::UnityEngine::UnityEngine::Collider* collider1_, DLL2SDK::UnityEngine::UnityEngine::Collider* collider2_, bool ignore_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Collider*, DLL2SDK::UnityEngine::UnityEngine::Collider*, bool)>(DLL2SDK::GameAssemblyBase + 0x4AEAAF8)(collider1_, collider2_, ignore_);
}
void DLL2SDK::UnityEngine::UnityEngine::Physics::IgnoreCollision_2773(DLL2SDK::UnityEngine::UnityEngine::Collider* collider1_, DLL2SDK::UnityEngine::UnityEngine::Collider* collider2_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Collider*, DLL2SDK::UnityEngine::UnityEngine::Collider*)>(DLL2SDK::GameAssemblyBase + 0x4AEABA0)(collider1_, collider2_);
}
void DLL2SDK::UnityEngine::UnityEngine::Physics::IgnoreLayerCollision_2774(int32_t layer1_, int32_t layer2_, bool ignore_)
{
return reinterpret_cast<void(*)(int32_t, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x4AEABBC)(layer1_, layer2_, ignore_);
}
void DLL2SDK::UnityEngine::UnityEngine::Physics::IgnoreLayerCollision_2775(int32_t layer1_, int32_t layer2_)
{
return reinterpret_cast<void(*)(int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AEAC64)(layer1_, layer2_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::GetIgnoreLayerCollision_2776(int32_t layer1_, int32_t layer2_)
{
return reinterpret_cast<bool(*)(int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AEAC80)(layer1_, layer2_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::Internal_Raycast_2777(DLL2SDK::UnityEngine::UnityEngine::Vector3 origin_, DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit* hitInfo_, float maxDistance_, int32_t layermask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::RaycastHit*, float, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AE8ACC)(origin_, direction_, hitInfo_, maxDistance_, layermask_, queryTriggerInteraction_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::INTERNAL_CALL_Internal_Raycast_2778(DLL2SDK::UnityEngine::UnityEngine::Vector3* origin_, DLL2SDK::UnityEngine::UnityEngine::Vector3* direction_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit* hitInfo_, float maxDistance_, int32_t layermask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::RaycastHit*, float, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AEAD20)(origin_, direction_, hitInfo_, maxDistance_, layermask_, queryTriggerInteraction_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::Internal_CapsuleCast_2779(DLL2SDK::UnityEngine::UnityEngine::Vector3 point1_, DLL2SDK::UnityEngine::UnityEngine::Vector3 point2_, float radius_, DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit* hitInfo_, float maxDistance_, int32_t layermask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, float, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::RaycastHit*, float, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AE9C64)(point1_, point2_, radius_, direction_, hitInfo_, maxDistance_, layermask_, queryTriggerInteraction_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::INTERNAL_CALL_Internal_CapsuleCast_2780(DLL2SDK::UnityEngine::UnityEngine::Vector3* point1_, DLL2SDK::UnityEngine::UnityEngine::Vector3* point2_, float radius_, DLL2SDK::UnityEngine::UnityEngine::Vector3* direction_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit* hitInfo_, float maxDistance_, int32_t layermask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, float, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::RaycastHit*, float, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AEADF4)(point1_, point2_, radius_, direction_, hitInfo_, maxDistance_, layermask_, queryTriggerInteraction_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::Internal_RaycastTest_2781(DLL2SDK::UnityEngine::UnityEngine::Vector3 origin_, DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_, float maxDistance_, int32_t layermask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, float, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AE87B4)(origin_, direction_, maxDistance_, layermask_, queryTriggerInteraction_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics::INTERNAL_CALL_Internal_RaycastTest_2782(DLL2SDK::UnityEngine::UnityEngine::Vector3* origin_, DLL2SDK::UnityEngine::UnityEngine::Vector3* direction_, float maxDistance_, int32_t layermask_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, float, int32_t, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4AEAEDC)(origin_, direction_, maxDistance_, layermask_, queryTriggerInteraction_);
}
void DLL2SDK::UnityEngine::UnityEngine::Collision::_ctor_2678()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Collision*)>(DLL2SDK::GameAssemblyBase + 0x4DC4870)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Collision::get_relativeVelocity_2679()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Collision*)>(DLL2SDK::GameAssemblyBase + 0x4DC4878)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Rigidbody* DLL2SDK::UnityEngine::UnityEngine::Collision::get_rigidbody_2680()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rigidbody*(*)(DLL2SDK::UnityEngine::UnityEngine::Collision*)>(DLL2SDK::GameAssemblyBase + 0x4DC488C)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Collider* DLL2SDK::UnityEngine::UnityEngine::Collision::get_collider_2681()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Collider*(*)(DLL2SDK::UnityEngine::UnityEngine::Collision*)>(DLL2SDK::GameAssemblyBase + 0x4DC4894)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Transform* DLL2SDK::UnityEngine::UnityEngine::Collision::get_transform_2682()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Transform*(*)(DLL2SDK::UnityEngine::UnityEngine::Collision*)>(DLL2SDK::GameAssemblyBase + 0x4DC489C)(this);
}
DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine::UnityEngine::Collision::get_gameObject_2683()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GameObject*(*)(DLL2SDK::UnityEngine::UnityEngine::Collision*)>(DLL2SDK::GameAssemblyBase + 0x4DC4A00)(this);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::ContactPoint>* DLL2SDK::UnityEngine::UnityEngine::Collision::get_contacts_2684()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::ContactPoint>*(*)(DLL2SDK::UnityEngine::UnityEngine::Collision*)>(DLL2SDK::GameAssemblyBase + 0x4DC4B6C)(this);
}
DLL2SDK::mscorlib::System::Collections::IEnumerator* DLL2SDK::UnityEngine::UnityEngine::Collision::GetEnumerator_2685()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<DLL2SDK::mscorlib::System::Collections::IEnumerator*(*)(DLL2SDK::UnityEngine::UnityEngine::Collision*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Collision::get_impulse_2686()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Collision*)>(DLL2SDK::GameAssemblyBase + 0x4DC4BA0)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Collision::get_impactForceSum_2687()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Collision*)>(DLL2SDK::GameAssemblyBase + 0x4DC4BB4)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Collision::get_frictionForceSum_2688()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Collision*)>(DLL2SDK::GameAssemblyBase + 0x4DC4BC8)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Component* DLL2SDK::UnityEngine::UnityEngine::Collision::get_other_2689()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Component*(*)(DLL2SDK::UnityEngine::UnityEngine::Collision*)>(DLL2SDK::GameAssemblyBase + 0x4DC4C00)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::ControllerColliderHit::_ctor_2666()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ControllerColliderHit*)>(DLL2SDK::GameAssemblyBase + 0x4DC92C8)(this);
}
DLL2SDK::UnityEngine::UnityEngine::CharacterController* DLL2SDK::UnityEngine::UnityEngine::ControllerColliderHit::get_controller_2667()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::CharacterController*(*)(DLL2SDK::UnityEngine::UnityEngine::ControllerColliderHit*)>(DLL2SDK::GameAssemblyBase + 0x4DC92D0)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Collider* DLL2SDK::UnityEngine::UnityEngine::ControllerColliderHit::get_collider_2668()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Collider*(*)(DLL2SDK::UnityEngine::UnityEngine::ControllerColliderHit*)>(DLL2SDK::GameAssemblyBase + 0x4DC92D8)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Rigidbody* DLL2SDK::UnityEngine::UnityEngine::ControllerColliderHit::get_rigidbody_2669()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rigidbody*(*)(DLL2SDK::UnityEngine::UnityEngine::ControllerColliderHit*)>(DLL2SDK::GameAssemblyBase + 0x4DC92E0)(this);
}
DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine::UnityEngine::ControllerColliderHit::get_gameObject_2670()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GameObject*(*)(DLL2SDK::UnityEngine::UnityEngine::ControllerColliderHit*)>(DLL2SDK::GameAssemblyBase + 0x4DC9308)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Transform* DLL2SDK::UnityEngine::UnityEngine::ControllerColliderHit::get_transform_2671()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Transform*(*)(DLL2SDK::UnityEngine::UnityEngine::ControllerColliderHit*)>(DLL2SDK::GameAssemblyBase + 0x4DC9330)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::ControllerColliderHit::get_point_2672()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::ControllerColliderHit*)>(DLL2SDK::GameAssemblyBase + 0x4DC9358)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::ControllerColliderHit::get_normal_2673()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::ControllerColliderHit*)>(DLL2SDK::GameAssemblyBase + 0x4DC936C)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::ControllerColliderHit::get_moveDirection_2674()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::ControllerColliderHit*)>(DLL2SDK::GameAssemblyBase + 0x4DC9380)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::ControllerColliderHit::get_moveLength_2675()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::ControllerColliderHit*)>(DLL2SDK::GameAssemblyBase + 0x4DC9394)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::ControllerColliderHit::get_push_2676()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::ControllerColliderHit*)>(DLL2SDK::GameAssemblyBase + 0x4DC939C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::ControllerColliderHit::set_push_2677(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ControllerColliderHit*, bool)>(DLL2SDK::GameAssemblyBase + 0x4DC93AC)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::JointLimits::get_min_2663()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::JointLimits*)>(DLL2SDK::GameAssemblyBase + 0x47327DC)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::JointLimits::get_max_2664()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::JointLimits*)>(DLL2SDK::GameAssemblyBase + 0x47327EC)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::JointLimits::get_bounciness_2665()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::JointLimits*)>(DLL2SDK::GameAssemblyBase + 0x47327FC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderStateBlock::set_blendState_5515(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::BlendState value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderStateBlock*, DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::BlendState)>(DLL2SDK::GameAssemblyBase + 0x4DD8EF8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderStateBlock::set_rasterState_5516(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RasterState value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderStateBlock*, DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RasterState)>(DLL2SDK::GameAssemblyBase + 0x4DD8F34)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderStateBlock::set_depthState_5517(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::DepthState value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderStateBlock*, DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::DepthState)>(DLL2SDK::GameAssemblyBase + 0x4DD8F48)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderStateBlock::set_stencilState_5518(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderStateBlock*, DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::StencilState)>(DLL2SDK::GameAssemblyBase + 0x4DD8F60)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderStateBlock::set_stencilReference_5519(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderStateBlock*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD8F78)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderStateBlock::set_mask_5520(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderStateMask value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderStateBlock*, DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderStateMask)>(DLL2SDK::GameAssemblyBase + 0x4DD8F88)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::ParticleSystem::get_isPlaying_2575()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*)>(DLL2SDK::GameAssemblyBase + 0x4AE52F4)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::ParticleSystem::get_particleCount_2576()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*)>(DLL2SDK::GameAssemblyBase + 0x4AE538C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem::set_startColor_2577(DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4AE5424)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem::INTERNAL_set_startColor_2578(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*, DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4AE5448)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem::set_startRotation_2579(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*, float)>(DLL2SDK::GameAssemblyBase + 0x4AE54E8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem::set_startLifetime_2580(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*, float)>(DLL2SDK::GameAssemblyBase + 0x4AE5588)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule DLL2SDK::UnityEngine::UnityEngine::ParticleSystem::get_main_2581()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*)>(DLL2SDK::GameAssemblyBase + 0x4AE5628)(this);
}
DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_EmissionModule DLL2SDK::UnityEngine::UnityEngine::ParticleSystem::get_emission_2582()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_EmissionModule(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*)>(DLL2SDK::GameAssemblyBase + 0x4AE562C)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::ParticleSystem::Internal_Simulate_2583(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem* self_, float t_, bool restart_, bool fixedTimeStep_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*, float, bool, bool)>(DLL2SDK::GameAssemblyBase + 0x4AE5630)(self_, t_, restart_, fixedTimeStep_);
}
bool DLL2SDK::UnityEngine::UnityEngine::ParticleSystem::Internal_Play_2584(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem* self_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*)>(DLL2SDK::GameAssemblyBase + 0x4AE56E0)(self_);
}
bool DLL2SDK::UnityEngine::UnityEngine::ParticleSystem::Internal_Stop_2585(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem* self_, DLL2SDK::UnityEngine::UnityEngine::ParticleSystemStopBehavior stopBehavior_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*, DLL2SDK::UnityEngine::UnityEngine::ParticleSystemStopBehavior)>(DLL2SDK::GameAssemblyBase + 0x4AE5778)(self_, stopBehavior_);
}
bool DLL2SDK::UnityEngine::UnityEngine::ParticleSystem::Internal_Pause_2586(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem* self_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*)>(DLL2SDK::GameAssemblyBase + 0x4AE5818)(self_);
}
bool DLL2SDK::UnityEngine::UnityEngine::ParticleSystem::Internal_Clear_2587(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem* self_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*)>(DLL2SDK::GameAssemblyBase + 0x4AE58B0)(self_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem::Simulate_2588(float t_, bool withChildren_, bool restart_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*, float, bool, bool)>(DLL2SDK::GameAssemblyBase + 0x4AE5948)(this, t_, withChildren_, restart_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem::Simulate_2589(float t_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*, float)>(DLL2SDK::GameAssemblyBase + 0x4AE5A78)(this, t_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem::Simulate_2590(float t_, bool withChildren_, bool restart_, bool fixedTimeStep_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*, float, bool, bool, bool)>(DLL2SDK::GameAssemblyBase + 0x4AE5968)(this, t_, withChildren_, restart_, fixedTimeStep_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem::Play_2591()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*)>(DLL2SDK::GameAssemblyBase + 0x4AE5B24)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem::Play_2592(bool withChildren_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*, bool)>(DLL2SDK::GameAssemblyBase + 0x4AE5B2C)(this, withChildren_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem::Stop_2593(bool withChildren_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*, bool)>(DLL2SDK::GameAssemblyBase + 0x4AE5C4C)(this, withChildren_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem::Stop_2594()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*)>(DLL2SDK::GameAssemblyBase + 0x4AE5D50)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem::Stop_2595(bool withChildren_, DLL2SDK::UnityEngine::UnityEngine::ParticleSystemStopBehavior stopBehavior_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*, bool, DLL2SDK::UnityEngine::UnityEngine::ParticleSystemStopBehavior)>(DLL2SDK::GameAssemblyBase + 0x4AE5C54)(this, withChildren_, stopBehavior_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem::Pause_2596(bool withChildren_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*, bool)>(DLL2SDK::GameAssemblyBase + 0x4AE5D64)(this, withChildren_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem::Clear_2597(bool withChildren_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*, bool)>(DLL2SDK::GameAssemblyBase + 0x4AE5E84)(this, withChildren_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem::Emit_2598(int32_t count_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AE5FA4)(this, count_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem::INTERNAL_CALL_Emit_2599(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem* self_, int32_t count_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AE5FB0)(self_, count_);
}
bool DLL2SDK::UnityEngine::UnityEngine::ParticleSystem::IterateParticleSystems_2600(bool recurse_, DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_IteratorDelegate* func_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*, bool, DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_IteratorDelegate*)>(DLL2SDK::GameAssemblyBase + 0x4AE5ABC)(this, recurse_, func_);
}
bool DLL2SDK::UnityEngine::UnityEngine::ParticleSystem::IterateParticleSystemsRecursive_2601(DLL2SDK::UnityEngine::UnityEngine::Transform* transform_, DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_IteratorDelegate* func_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_IteratorDelegate*)>(DLL2SDK::GameAssemblyBase + 0x4AE60E8)(transform_, func_);
}
bool DLL2SDK::UnityEngine::UnityEngine::ParticleSystem::_Play_m__0_2602(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem* ps_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*)>(DLL2SDK::GameAssemblyBase + 0x4AE6264)(ps_);
}
bool DLL2SDK::UnityEngine::UnityEngine::ParticleSystem::_Pause_m__1_2603(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem* ps_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*)>(DLL2SDK::GameAssemblyBase + 0x4AE6268)(ps_);
}
bool DLL2SDK::UnityEngine::UnityEngine::ParticleSystem::_Clear_m__2_2604(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem* ps_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*)>(DLL2SDK::GameAssemblyBase + 0x4AE626C)(ps_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Transform::get_position_2440()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4D6B960)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::set_position_2441(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D6BA48)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::INTERNAL_get_position_2442(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4D6B9A8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::INTERNAL_set_position_2443(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4D6BA68)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Transform::get_localPosition_2444()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4D6BB08)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::set_localPosition_2445(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D6BBF0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::INTERNAL_get_localPosition_2446(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4D6BB50)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::INTERNAL_set_localPosition_2447(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4D6BC10)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Transform::get_eulerAngles_2448()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4D6BCB0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::set_eulerAngles_2449(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D6BD48)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Transform::get_localEulerAngles_2450()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4D6BDC4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::set_localEulerAngles_2451(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D6BE5C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Transform::get_right_2452()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4D6BED8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::set_right_2453(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D6BF60)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Transform::get_up_2454()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4D6BFB4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::set_up_2455(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D6C038)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Transform::get_forward_2456()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4D6C08C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::set_forward_2457(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D6C114)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::UnityEngine::UnityEngine::Transform::get_rotation_2458()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Quaternion(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4D6BD10)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::set_rotation_2459(DLL2SDK::UnityEngine::UnityEngine::Quaternion value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Quaternion)>(DLL2SDK::GameAssemblyBase + 0x4D6BDA0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::INTERNAL_get_rotation_2460(DLL2SDK::UnityEngine::UnityEngine::Quaternion* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4D6C16C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::INTERNAL_set_rotation_2461(DLL2SDK::UnityEngine::UnityEngine::Quaternion* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4D6C20C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::UnityEngine::UnityEngine::Transform::get_localRotation_2462()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Quaternion(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4D6BE24)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::set_localRotation_2463(DLL2SDK::UnityEngine::UnityEngine::Quaternion value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Quaternion)>(DLL2SDK::GameAssemblyBase + 0x4D6BEB4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::INTERNAL_get_localRotation_2464(DLL2SDK::UnityEngine::UnityEngine::Quaternion* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4D6C2AC)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::INTERNAL_set_localRotation_2465(DLL2SDK::UnityEngine::UnityEngine::Quaternion* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4D6C34C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Transform::get_localScale_2466()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4D6C3EC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::set_localScale_2467(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D6C4D4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::INTERNAL_get_localScale_2468(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4D6C434)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::INTERNAL_set_localScale_2469(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4D6C4F4)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Transform* DLL2SDK::UnityEngine::UnityEngine::Transform::get_parent_2470()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Transform*(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4D6C594)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::set_parent_2471(DLL2SDK::UnityEngine::UnityEngine::Transform* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4D6C630)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Transform* DLL2SDK::UnityEngine::UnityEngine::Transform::get_parentInternal_2472()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Transform*(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4D6C598)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::set_parentInternal_2473(DLL2SDK::UnityEngine::UnityEngine::Transform* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4D6C734)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::SetParent_2474(DLL2SDK::UnityEngine::UnityEngine::Transform* parent_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4D6C7D4)(this, parent_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::SetParent_2475(DLL2SDK::UnityEngine::UnityEngine::Transform* parent_, bool worldPositionStays_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Transform*, bool)>(DLL2SDK::GameAssemblyBase + 0x4D6C7DC)(this, parent_, worldPositionStays_);
}
DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 DLL2SDK::UnityEngine::UnityEngine::Transform::get_worldToLocalMatrix_2476()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4D6C884)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::INTERNAL_get_worldToLocalMatrix_2477(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*)>(DLL2SDK::GameAssemblyBase + 0x4D6C934)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 DLL2SDK::UnityEngine::UnityEngine::Transform::get_localToWorldMatrix_2478()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4D6C9D4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::INTERNAL_get_localToWorldMatrix_2479(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*)>(DLL2SDK::GameAssemblyBase + 0x4D6CA84)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::SetPositionAndRotation_2480(DLL2SDK::UnityEngine::UnityEngine::Vector3 position_, DLL2SDK::UnityEngine::UnityEngine::Quaternion rotation_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Quaternion)>(DLL2SDK::GameAssemblyBase + 0x4D6CB24)(this, position_, rotation_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::INTERNAL_CALL_SetPositionAndRotation_2481(DLL2SDK::UnityEngine::UnityEngine::Transform* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* position_, DLL2SDK::UnityEngine::UnityEngine::Quaternion* rotation_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4D6CB68)(self_, position_, rotation_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Transform::CheckAndSetPositionWithoutNotification_2482(DLL2SDK::UnityEngine::UnityEngine::Vector3 position_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D6CC10)(this, position_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Transform::INTERNAL_CALL_CheckAndSetPositionWithoutNotification_2483(DLL2SDK::UnityEngine::UnityEngine::Transform* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* position_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4D6CC34)(self_, position_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Transform::CheckAndSetRotationWithoutNotification_2484(DLL2SDK::UnityEngine::UnityEngine::Quaternion rotation_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Quaternion)>(DLL2SDK::GameAssemblyBase + 0x4D6CCD4)(this, rotation_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Transform::INTERNAL_CALL_CheckAndSetRotationWithoutNotification_2485(DLL2SDK::UnityEngine::UnityEngine::Transform* self_, DLL2SDK::UnityEngine::UnityEngine::Quaternion* rotation_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4D6CCFC)(self_, rotation_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::SendTransformChanged_2486(int32_t mask_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D6CD9C)(this, mask_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::Translate_2487(DLL2SDK::UnityEngine::UnityEngine::Vector3 translation_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D6CE3C)(this, translation_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::Translate_2488(DLL2SDK::UnityEngine::UnityEngine::Vector3 translation_, DLL2SDK::UnityEngine::UnityEngine::Space relativeTo_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Space)>(DLL2SDK::GameAssemblyBase + 0x4D6CE5C)(this, translation_, relativeTo_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::Rotate_2489(DLL2SDK::UnityEngine::UnityEngine::Vector3 eulerAngles_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D6CFE0)(this, eulerAngles_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::Rotate_2490(DLL2SDK::UnityEngine::UnityEngine::Vector3 eulerAngles_, DLL2SDK::UnityEngine::UnityEngine::Space relativeTo_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Space)>(DLL2SDK::GameAssemblyBase + 0x4D6D000)(this, eulerAngles_, relativeTo_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::Rotate_2491(float xAngle_, float yAngle_, float zAngle_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4D6D210)(this, xAngle_, yAngle_, zAngle_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::Rotate_2492(float xAngle_, float yAngle_, float zAngle_, DLL2SDK::UnityEngine::UnityEngine::Space relativeTo_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, float, float, float, DLL2SDK::UnityEngine::UnityEngine::Space)>(DLL2SDK::GameAssemblyBase + 0x4D6D230)(this, xAngle_, yAngle_, zAngle_, relativeTo_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::RotateAroundInternal_2493(DLL2SDK::UnityEngine::UnityEngine::Vector3 axis_, float angle_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3, float)>(DLL2SDK::GameAssemblyBase + 0x4D6D258)(this, axis_, angle_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::INTERNAL_CALL_RotateAroundInternal_2494(DLL2SDK::UnityEngine::UnityEngine::Transform* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* axis_, float angle_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, float)>(DLL2SDK::GameAssemblyBase + 0x4D6D288)(self_, axis_, angle_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::Rotate_2495(DLL2SDK::UnityEngine::UnityEngine::Vector3 axis_, float angle_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3, float)>(DLL2SDK::GameAssemblyBase + 0x4D6D330)(this, axis_, angle_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::Rotate_2496(DLL2SDK::UnityEngine::UnityEngine::Vector3 axis_, float angle_, DLL2SDK::UnityEngine::UnityEngine::Space relativeTo_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3, float, DLL2SDK::UnityEngine::UnityEngine::Space)>(DLL2SDK::GameAssemblyBase + 0x4D6D358)(this, axis_, angle_, relativeTo_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::RotateAround_2497(DLL2SDK::UnityEngine::UnityEngine::Vector3 point_, DLL2SDK::UnityEngine::UnityEngine::Vector3 axis_, float angle_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, float)>(DLL2SDK::GameAssemblyBase + 0x4D6D428)(this, point_, axis_, angle_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::LookAt_2498(DLL2SDK::UnityEngine::UnityEngine::Transform* target_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4D6D584)(this, target_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::LookAt_2499(DLL2SDK::UnityEngine::UnityEngine::Transform* target_, DLL2SDK::UnityEngine::UnityEngine::Vector3 worldUp_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D6D5AC)(this, target_, worldUp_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::LookAt_2500(DLL2SDK::UnityEngine::UnityEngine::Vector3 worldPosition_, DLL2SDK::UnityEngine::UnityEngine::Vector3 worldUp_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D6D6CC)(this, worldPosition_, worldUp_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::LookAt_2501(DLL2SDK::UnityEngine::UnityEngine::Vector3 worldPosition_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D6D7B0)(this, worldPosition_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::INTERNAL_CALL_LookAt_2502(DLL2SDK::UnityEngine::UnityEngine::Transform* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* worldPosition_, DLL2SDK::UnityEngine::UnityEngine::Vector3* worldUp_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4D6D708)(self_, worldPosition_, worldUp_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Transform::TransformDirection_2503(DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D6CF8C)(this, direction_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::INTERNAL_CALL_TransformDirection_2504(DLL2SDK::UnityEngine::UnityEngine::Transform* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* direction_, DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4D6D7F0)(self_, direction_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Transform::InverseTransformDirection_2505(DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D6D898)(this, direction_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::INTERNAL_CALL_InverseTransformDirection_2506(DLL2SDK::UnityEngine::UnityEngine::Transform* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* direction_, DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4D6D8EC)(self_, direction_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Transform::TransformVector_2507(DLL2SDK::UnityEngine::UnityEngine::Vector3 vector_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D6D994)(this, vector_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::INTERNAL_CALL_TransformVector_2508(DLL2SDK::UnityEngine::UnityEngine::Transform* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* vector_, DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4D6D9E8)(self_, vector_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Transform::TransformVector_2509(float x_, float y_, float z_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4D6DA90)(this, x_, y_, z_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Transform::InverseTransformVector_2510(DLL2SDK::UnityEngine::UnityEngine::Vector3 vector_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D6DB00)(this, vector_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::INTERNAL_CALL_InverseTransformVector_2511(DLL2SDK::UnityEngine::UnityEngine::Transform* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* vector_, DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4D6DB54)(self_, vector_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Transform::TransformPoint_2512(DLL2SDK::UnityEngine::UnityEngine::Vector3 position_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D6DBFC)(this, position_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::INTERNAL_CALL_TransformPoint_2513(DLL2SDK::UnityEngine::UnityEngine::Transform* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* position_, DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4D6DC50)(self_, position_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Transform::TransformPoint_2514(float x_, float y_, float z_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4D6DCF8)(this, x_, y_, z_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Transform::InverseTransformPoint_2515(DLL2SDK::UnityEngine::UnityEngine::Vector3 position_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D6DD68)(this, position_);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::INTERNAL_CALL_InverseTransformPoint_2516(DLL2SDK::UnityEngine::UnityEngine::Transform* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* position_, DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4D6DDBC)(self_, position_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Transform::InverseTransformPoint_2517(float x_, float y_, float z_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4D6DE64)(this, x_, y_, z_);
}
DLL2SDK::UnityEngine::UnityEngine::Transform* DLL2SDK::UnityEngine::UnityEngine::Transform::get_root_2518()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Transform*(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4D6DED4)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Transform::get_childCount_2519()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4D6DF6C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::DetachChildren_2520()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4D6E004)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::SetAsFirstSibling_2521()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4D6E09C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::SetAsLastSibling_2522()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4D6E134)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::SetSiblingIndex_2523(int32_t index_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D6E1CC)(this, index_);
}
DLL2SDK::UnityEngine::UnityEngine::Transform* DLL2SDK::UnityEngine::UnityEngine::Transform::Find_2524(DLL2SDK::mscorlib::System::String* path_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Transform*(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4D6E26C)(this, path_);
}
DLL2SDK::UnityEngine::UnityEngine::Transform* DLL2SDK::UnityEngine::UnityEngine::Transform::FindWithName_2525(DLL2SDK::mscorlib::System::String* name_, bool includeInactive_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Transform*(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::mscorlib::System::String*, bool)>(DLL2SDK::GameAssemblyBase + 0x4D6E30C)(this, name_, includeInactive_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Transform::CalculateTransformPath_2526(DLL2SDK::UnityEngine::UnityEngine::Transform* targetTransform_, DLL2SDK::UnityEngine::UnityEngine::Transform* root_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4D6E3B4)(targetTransform_, root_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Transform::get_lossyScale_2527()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4D6E454)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::INTERNAL_get_lossyScale_2528(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4D6E49C)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Transform::IsChildOf_2529(DLL2SDK::UnityEngine::UnityEngine::Transform* parent_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4D6E53C)(this, parent_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Transform::get_hasChanged_2530()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4D6E5DC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Transform::set_hasChanged_2531(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, bool)>(DLL2SDK::GameAssemblyBase + 0x4D6E674)(this, value_);
}
DLL2SDK::mscorlib::System::Collections::IEnumerator* DLL2SDK::UnityEngine::UnityEngine::Transform::GetEnumerator_2532()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<DLL2SDK::mscorlib::System::Collections::IEnumerator*(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::UnityEngine::UnityEngine::Transform* DLL2SDK::UnityEngine::UnityEngine::Transform::GetChild_2533(int32_t index_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Transform*(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D6E7E0)(this, index_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Transform::GetChildCount_2534()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4D6E880)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Profiling::Profiler::get_enabled_2438()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4AED234)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene::get_handle_2416()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene*)>(DLL2SDK::GameAssemblyBase + 0x4EA3894)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene::IsValid_2417()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene*)>(DLL2SDK::GameAssemblyBase + 0x4EA393C)(this);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene::get_path_2418()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene*)>(DLL2SDK::GameAssemblyBase + 0x4EA39E4)(this);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene::get_name_2419()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene*)>(DLL2SDK::GameAssemblyBase + 0x4EA3A8C)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene::get_isLoaded_2420()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene*)>(DLL2SDK::GameAssemblyBase + 0x4EA3B34)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene::get_buildIndex_2421()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene*)>(DLL2SDK::GameAssemblyBase + 0x4EA3BDC)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene::get_isDirty_2422()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene*)>(DLL2SDK::GameAssemblyBase + 0x4EA3C84)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene::get_rootCount_2423()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene*)>(DLL2SDK::GameAssemblyBase + 0x4EA3D2C)(this);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GameObject*>* DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene::GetRootGameObjects_2424()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GameObject*>*(*)(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene*)>(DLL2SDK::GameAssemblyBase + 0x4EA3FE0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene::GetRootGameObjects_2425(DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::GameObject*>* rootGameObjects_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::GameObject*>*)>(DLL2SDK::GameAssemblyBase + 0x4EA4088)(this, rootGameObjects_);
}
bool DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene::op_Equality_2426(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene lhs_, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene rhs_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene)>(DLL2SDK::GameAssemblyBase + 0x4EA4090)(lhs_, rhs_);
}
bool DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene::op_Inequality_2427(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene lhs_, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene rhs_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene)>(DLL2SDK::GameAssemblyBase + 0x4EA40A0)(lhs_, rhs_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene::GetHashCode_2428()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene*)>(DLL2SDK::GameAssemblyBase + 0x4EA40B8)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene::Equals_2429(DLL2SDK::mscorlib::System::Object* other_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4EA4174)(this, other_);
}
bool DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene::IsValidInternal_2430(int32_t sceneHandle_)
{
return reinterpret_cast<bool(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4EA38A4)(sceneHandle_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene::GetPathInternal_2431(int32_t sceneHandle_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4EA394C)(sceneHandle_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene::GetNameInternal_2432(int32_t sceneHandle_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4EA39F4)(sceneHandle_);
}
bool DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene::GetIsLoadedInternal_2433(int32_t sceneHandle_)
{
return reinterpret_cast<bool(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4EA3A9C)(sceneHandle_);
}
bool DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene::GetIsDirtyInternal_2434(int32_t sceneHandle_)
{
return reinterpret_cast<bool(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4EA3BEC)(sceneHandle_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene::GetBuildIndexInternal_2435(int32_t sceneHandle_)
{
return reinterpret_cast<int32_t(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4EA3B44)(sceneHandle_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene::GetRootCountInternal_2436(int32_t sceneHandle_)
{
return reinterpret_cast<int32_t(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4EA3C94)(sceneHandle_);
}
void DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene::GetRootGameObjectsInternal_2437(int32_t sceneHandle_, DLL2SDK::mscorlib::System::Object* resultRootList_)
{
return reinterpret_cast<void(*)(int32_t, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4EA3FE8)(sceneHandle_, resultRootList_);
}
void DLL2SDK::UnityEngine::UnityEngine::DynamicGI::UpdateEnvironment_2314()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4DCCE04)();
}
float DLL2SDK::UnityEngine::UnityEngine::Time::get_time_2296()
{
return reinterpret_cast<float(*)()>(DLL2SDK::GameAssemblyBase + 0x4D689D4)();
}
float DLL2SDK::UnityEngine::UnityEngine::Time::get_timeSinceLevelLoad_2297()
{
return reinterpret_cast<float(*)()>(DLL2SDK::GameAssemblyBase + 0x4D68A64)();
}
float DLL2SDK::UnityEngine::UnityEngine::Time::get_deltaTime_2298()
{
return reinterpret_cast<float(*)()>(DLL2SDK::GameAssemblyBase + 0x4D68AF4)();
}
float DLL2SDK::UnityEngine::UnityEngine::Time::get_unscaledTime_2299()
{
return reinterpret_cast<float(*)()>(DLL2SDK::GameAssemblyBase + 0x4D68B84)();
}
float DLL2SDK::UnityEngine::UnityEngine::Time::get_fixedUnscaledTime_2300()
{
return reinterpret_cast<float(*)()>(DLL2SDK::GameAssemblyBase + 0x4D68C14)();
}
float DLL2SDK::UnityEngine::UnityEngine::Time::get_unscaledDeltaTime_2301()
{
return reinterpret_cast<float(*)()>(DLL2SDK::GameAssemblyBase + 0x4D68CA4)();
}
float DLL2SDK::UnityEngine::UnityEngine::Time::get_fixedDeltaTime_2302()
{
return reinterpret_cast<float(*)()>(DLL2SDK::GameAssemblyBase + 0x4D68D34)();
}
void DLL2SDK::UnityEngine::UnityEngine::Time::set_fixedDeltaTime_2303(float value_)
{
return reinterpret_cast<void(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4D68DC4)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Time::set_maximumDeltaTime_2304(float value_)
{
return reinterpret_cast<void(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4D68E5C)(value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Time::get_smoothDeltaTime_2305()
{
return reinterpret_cast<float(*)()>(DLL2SDK::GameAssemblyBase + 0x4D68EF4)();
}
void DLL2SDK::UnityEngine::UnityEngine::Time::set_maximumParticleDeltaTime_2306(float value_)
{
return reinterpret_cast<void(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4D68F84)(value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Time::get_timeScale_2307()
{
return reinterpret_cast<float(*)()>(DLL2SDK::GameAssemblyBase + 0x4D6901C)();
}
void DLL2SDK::UnityEngine::UnityEngine::Time::set_timeScale_2308(float value_)
{
return reinterpret_cast<void(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4D690AC)(value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Time::get_frameCount_2309()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4D69144)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Time::get_renderedFrameCount_2310()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4D691D4)();
}
float DLL2SDK::UnityEngine::UnityEngine::Time::get_realtimeSinceStartup_2311()
{
return reinterpret_cast<float(*)()>(DLL2SDK::GameAssemblyBase + 0x4D69264)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Time::get_captureFramerate_2312()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4D692F4)();
}
void DLL2SDK::UnityEngine::UnityEngine::Time::set_captureFramerate_2313(int32_t value_)
{
return reinterpret_cast<void(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D69384)(value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Camera::get_fieldOfView_2166()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x46478FC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_fieldOfView_2167(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, float)>(DLL2SDK::GameAssemblyBase + 0x4647994)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Camera::get_nearClipPlane_2168()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x4647A34)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_nearClipPlane_2169(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, float)>(DLL2SDK::GameAssemblyBase + 0x4647ACC)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Camera::get_farClipPlane_2170()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x4647B6C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_farClipPlane_2171(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, float)>(DLL2SDK::GameAssemblyBase + 0x4647C04)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_probeBias_2172(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, float)>(DLL2SDK::GameAssemblyBase + 0x4647CA4)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::RenderingPath DLL2SDK::UnityEngine::UnityEngine::Camera::get_renderingPath_2173()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RenderingPath(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x4647D44)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_renderingPath_2174(DLL2SDK::UnityEngine::UnityEngine::RenderingPath value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::RenderingPath)>(DLL2SDK::GameAssemblyBase + 0x4647DDC)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::RenderingPath DLL2SDK::UnityEngine::UnityEngine::Camera::get_actualRenderingPath_2175()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RenderingPath(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x4647E7C)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Camera::get_allowHDR_2176()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x4647F14)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_allowHDR_2177(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, bool)>(DLL2SDK::GameAssemblyBase + 0x4647FAC)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_allowShadow_2178(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, bool)>(DLL2SDK::GameAssemblyBase + 0x464804C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_shareShadow_2179(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, bool)>(DLL2SDK::GameAssemblyBase + 0x46480EC)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_allowShadowCache_2180(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, bool)>(DLL2SDK::GameAssemblyBase + 0x464818C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_forceShadowUpdate_2181(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, bool)>(DLL2SDK::GameAssemblyBase + 0x464822C)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Camera::get_allowMSAA_2182()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x46482CC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_allowMSAA_2183(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, bool)>(DLL2SDK::GameAssemblyBase + 0x4648364)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_useOCCache_2184(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, bool)>(DLL2SDK::GameAssemblyBase + 0x4648404)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Camera::get_orthographicSize_2185()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x46484A4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_orthographicSize_2186(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, float)>(DLL2SDK::GameAssemblyBase + 0x464853C)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Camera::get_orthographic_2187()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x46485DC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_orthographic_2188(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, bool)>(DLL2SDK::GameAssemblyBase + 0x4648674)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_opaqueSortMode_2189(DLL2SDK::UnityEngine::UnityEngine::Rendering::OpaqueSortMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Rendering::OpaqueSortMode)>(DLL2SDK::GameAssemblyBase + 0x4648714)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::TransparencySortMode DLL2SDK::UnityEngine::UnityEngine::Camera::get_transparencySortMode_2190()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::TransparencySortMode(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x46487B4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_transparencySortMode_2191(DLL2SDK::UnityEngine::UnityEngine::TransparencySortMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::TransparencySortMode)>(DLL2SDK::GameAssemblyBase + 0x464884C)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Camera::get_depth_2192()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x46488EC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_depth_2193(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, float)>(DLL2SDK::GameAssemblyBase + 0x4648984)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Camera::get_aspect_2194()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x4648A24)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_aspect_2195(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, float)>(DLL2SDK::GameAssemblyBase + 0x4648ABC)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Camera::get_cullingMask_2196()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x4648B5C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_cullingMask_2197(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4648BF4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_instancingFriendly_2198(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, bool)>(DLL2SDK::GameAssemblyBase + 0x4648C94)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Camera::get_eventMask_2199()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x4648D34)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_eventMask_2200(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4648DCC)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Camera::get_backgroundColor_2201()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x4648E6C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_backgroundColor_2202(DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4648F44)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::INTERNAL_get_backgroundColor_2203(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4648EA4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::INTERNAL_set_backgroundColor_2204(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4648F68)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine::UnityEngine::Camera::get_rect_2205()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x4649008)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_rect_2206(DLL2SDK::UnityEngine::UnityEngine::Rect value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Rect)>(DLL2SDK::GameAssemblyBase + 0x46490E0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::INTERNAL_get_rect_2207(DLL2SDK::UnityEngine::UnityEngine::Rect* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x4649040)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::INTERNAL_set_rect_2208(DLL2SDK::UnityEngine::UnityEngine::Rect* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x4649104)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine::UnityEngine::Camera::get_pixelRect_2209()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x46491A4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_pixelRect_2210(DLL2SDK::UnityEngine::UnityEngine::Rect value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Rect)>(DLL2SDK::GameAssemblyBase + 0x464927C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::INTERNAL_get_pixelRect_2211(DLL2SDK::UnityEngine::UnityEngine::Rect* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x46491DC)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::INTERNAL_set_pixelRect_2212(DLL2SDK::UnityEngine::UnityEngine::Rect* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x46492A0)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::RenderTexture* DLL2SDK::UnityEngine::UnityEngine::Camera::get_targetTexture_2213()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RenderTexture*(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x4649340)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_targetTexture_2214(DLL2SDK::UnityEngine::UnityEngine::RenderTexture* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::RenderTexture*)>(DLL2SDK::GameAssemblyBase + 0x46493D8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::SetTargetBuffersImpl_2215(DLL2SDK::UnityEngine::UnityEngine::RenderBuffer* color_, DLL2SDK::UnityEngine::UnityEngine::RenderBuffer* depth_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::RenderBuffer*, DLL2SDK::UnityEngine::UnityEngine::RenderBuffer*)>(DLL2SDK::GameAssemblyBase + 0x4649478)(this, color_, depth_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::SetTargetBuffers_2216(DLL2SDK::UnityEngine::UnityEngine::RenderBuffer colorBuffer_, DLL2SDK::UnityEngine::UnityEngine::RenderBuffer depthBuffer_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::RenderBuffer, DLL2SDK::UnityEngine::UnityEngine::RenderBuffer)>(DLL2SDK::GameAssemblyBase + 0x4649520)(this, colorBuffer_, depthBuffer_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Camera::get_pixelWidth_2217()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x4649550)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Camera::get_pixelHeight_2218()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x46495E8)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 DLL2SDK::UnityEngine::UnityEngine::Camera::get_cameraToWorldMatrix_2219()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x4649680)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::INTERNAL_get_cameraToWorldMatrix_2220(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*)>(DLL2SDK::GameAssemblyBase + 0x4649730)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 DLL2SDK::UnityEngine::UnityEngine::Camera::get_worldToCameraMatrix_2221()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x46497D0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_worldToCameraMatrix_2222(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4)>(DLL2SDK::GameAssemblyBase + 0x4649920)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::INTERNAL_get_worldToCameraMatrix_2223(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*)>(DLL2SDK::GameAssemblyBase + 0x4649880)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::INTERNAL_set_worldToCameraMatrix_2224(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*)>(DLL2SDK::GameAssemblyBase + 0x4649994)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 DLL2SDK::UnityEngine::UnityEngine::Camera::get_projectionMatrix_2225()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x4649A34)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_projectionMatrix_2226(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4)>(DLL2SDK::GameAssemblyBase + 0x4649B84)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::INTERNAL_get_projectionMatrix_2227(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*)>(DLL2SDK::GameAssemblyBase + 0x4649AE4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::INTERNAL_set_projectionMatrix_2228(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*)>(DLL2SDK::GameAssemblyBase + 0x4649BF8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::ResetProjectionMatrix_2229()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x4649C98)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::INTERNAL_CALL_ResetProjectionMatrix_2230(DLL2SDK::UnityEngine::UnityEngine::Camera* self_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x4649CA0)(self_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::ResetAspect_2231()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x4649D38)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::INTERNAL_CALL_ResetAspect_2232(DLL2SDK::UnityEngine::UnityEngine::Camera* self_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x4649D40)(self_);
}
DLL2SDK::UnityEngine::UnityEngine::CameraClearFlags DLL2SDK::UnityEngine::UnityEngine::Camera::get_clearFlags_2233()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::CameraClearFlags(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x4649DD8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_clearFlags_2234(DLL2SDK::UnityEngine::UnityEngine::CameraClearFlags value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::CameraClearFlags)>(DLL2SDK::GameAssemblyBase + 0x4649E70)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 DLL2SDK::UnityEngine::UnityEngine::Camera::GetWorldToClipMatrix_2235()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x4649F10)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::INTERNAL_CALL_GetWorldToClipMatrix_2236(DLL2SDK::UnityEngine::UnityEngine::Camera* self_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*)>(DLL2SDK::GameAssemblyBase + 0x4649FB8)(self_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Camera::WorldToScreenPoint_2237(DLL2SDK::UnityEngine::UnityEngine::Vector3 position_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x464A058)(this, position_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::INTERNAL_CALL_WorldToScreenPoint_2238(DLL2SDK::UnityEngine::UnityEngine::Camera* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* position_, DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x464A0AC)(self_, position_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Camera::WorldToViewportPoint_2239(DLL2SDK::UnityEngine::UnityEngine::Vector3 position_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x464A154)(this, position_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::INTERNAL_CALL_WorldToViewportPoint_2240(DLL2SDK::UnityEngine::UnityEngine::Camera* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* position_, DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x464A1A8)(self_, position_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Camera::ViewportToWorldPoint_2241(DLL2SDK::UnityEngine::UnityEngine::Vector3 position_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x464A250)(this, position_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::INTERNAL_CALL_ViewportToWorldPoint_2242(DLL2SDK::UnityEngine::UnityEngine::Camera* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* position_, DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x464A2A4)(self_, position_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Camera::ScreenToWorldPoint_2243(DLL2SDK::UnityEngine::UnityEngine::Vector3 position_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x464A34C)(this, position_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::INTERNAL_CALL_ScreenToWorldPoint_2244(DLL2SDK::UnityEngine::UnityEngine::Camera* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* position_, DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x464A3A0)(self_, position_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Camera::ScreenToViewportPoint_2245(DLL2SDK::UnityEngine::UnityEngine::Vector3 position_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x464A448)(this, position_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::INTERNAL_CALL_ScreenToViewportPoint_2246(DLL2SDK::UnityEngine::UnityEngine::Camera* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* position_, DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x464A49C)(self_, position_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Camera::ViewportToScreenPoint_2247(DLL2SDK::UnityEngine::UnityEngine::Vector3 position_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x464A544)(this, position_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::INTERNAL_CALL_ViewportToScreenPoint_2248(DLL2SDK::UnityEngine::UnityEngine::Camera* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* position_, DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x464A598)(self_, position_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Ray DLL2SDK::UnityEngine::UnityEngine::Camera::ScreenPointToRay_2249(DLL2SDK::UnityEngine::UnityEngine::Vector3 position_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Ray(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x464A640)(this, position_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::INTERNAL_CALL_ScreenPointToRay_2250(DLL2SDK::UnityEngine::UnityEngine::Camera* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* position_, DLL2SDK::UnityEngine::UnityEngine::Ray* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Ray*)>(DLL2SDK::GameAssemblyBase + 0x464A69C)(self_, position_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Camera* DLL2SDK::UnityEngine::UnityEngine::Camera::get_main_2251()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Camera*(*)()>(DLL2SDK::GameAssemblyBase + 0x464A744)();
}
DLL2SDK::UnityEngine::UnityEngine::Camera* DLL2SDK::UnityEngine::UnityEngine::Camera::get_current_2252()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Camera*(*)()>(DLL2SDK::GameAssemblyBase + 0x464A7D4)();
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Camera*>* DLL2SDK::UnityEngine::UnityEngine::Camera::get_allCameras_2253()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Camera*>*(*)()>(DLL2SDK::GameAssemblyBase + 0x464A864)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Camera::get_allCamerasCount_2254()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x464A8F4)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Camera::GetAllCameras_2255(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Camera*>* cameras_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Camera*>*)>(DLL2SDK::GameAssemblyBase + 0x464A984)(cameras_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::FireOnPreCull_2256(DLL2SDK::UnityEngine::UnityEngine::Camera* cam_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x464AA1C)(cam_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::FireOnPreRender_2257(DLL2SDK::UnityEngine::UnityEngine::Camera* cam_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x464AB4C)(cam_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::FireOnPostRender_2258(DLL2SDK::UnityEngine::UnityEngine::Camera* cam_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x464ABE4)(cam_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::Render_2259()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x464AC7C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::RenderWithShader_2260(DLL2SDK::UnityEngine::UnityEngine::Shader* shader_, DLL2SDK::mscorlib::System::String* replacementTag_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Shader*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x464AD14)(this, shader_, replacementTag_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::SetReplacementShader_2261(DLL2SDK::UnityEngine::UnityEngine::Shader* shader_, DLL2SDK::mscorlib::System::String* replacementTag_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Shader*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x464ADBC)(this, shader_, replacementTag_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Camera::get_useOcclusionCulling_2262()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x464AE64)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_useOcclusionCulling_2263(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, bool)>(DLL2SDK::GameAssemblyBase + 0x464AEFC)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_disableCulling_2264(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, bool)>(DLL2SDK::GameAssemblyBase + 0x464AF9C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_ignoreClear_2265(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, bool)>(DLL2SDK::GameAssemblyBase + 0x464B03C)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Camera::get_useCfmOcMethodIfDoOc_2266()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x464B0DC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_useCfmOcMethodIfDoOc_2267(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, bool)>(DLL2SDK::GameAssemblyBase + 0x464B174)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_ocZbias_2268(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, float)>(DLL2SDK::GameAssemblyBase + 0x464B214)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_ocCullStaticBatchedRenderers_2269(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, bool)>(DLL2SDK::GameAssemblyBase + 0x464B2B4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_timeForKeepingRendererVisible_2270(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, float)>(DLL2SDK::GameAssemblyBase + 0x464B354)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::ResetCullingMatrix_2271()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x464B3F4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::INTERNAL_CALL_ResetCullingMatrix_2272(DLL2SDK::UnityEngine::UnityEngine::Camera* self_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x464B3FC)(self_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Camera::RenderToCubemap_2273(DLL2SDK::UnityEngine::UnityEngine::RenderTexture* cubemap_, int32_t faceMask_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::RenderTexture*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x464B494)(this, cubemap_, faceMask_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Camera::Internal_RenderToCubemapRT_2274(DLL2SDK::UnityEngine::UnityEngine::RenderTexture* cubemap_, int32_t faceMask_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::RenderTexture*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x464B498)(this, cubemap_, faceMask_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_layerCullDistances_2275(DLL2SDK::Array<float>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::Array<float>*)>(DLL2SDK::GameAssemblyBase + 0x464B540)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::CopyFrom_2276(DLL2SDK::UnityEngine::UnityEngine::Camera* other_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x464B5E0)(this, other_);
}
DLL2SDK::UnityEngine::UnityEngine::DepthTextureMode DLL2SDK::UnityEngine::UnityEngine::Camera::get_depthTextureMode_2277()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::DepthTextureMode(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x464B680)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::set_depthTextureMode_2278(DLL2SDK::UnityEngine::UnityEngine::DepthTextureMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::DepthTextureMode)>(DLL2SDK::GameAssemblyBase + 0x464B718)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::AddCommandBuffer_2279(DLL2SDK::UnityEngine::UnityEngine::Rendering::CameraEvent evt_, DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer* buffer_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Rendering::CameraEvent, DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*)>(DLL2SDK::GameAssemblyBase + 0x464B7B8)(this, evt_, buffer_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::RemoveCommandBuffer_2280(DLL2SDK::UnityEngine::UnityEngine::Rendering::CameraEvent evt_, DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer* buffer_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Rendering::CameraEvent, DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*)>(DLL2SDK::GameAssemblyBase + 0x464B860)(this, evt_, buffer_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::RemoveCommandBuffers_2281(DLL2SDK::UnityEngine::UnityEngine::Rendering::CameraEvent evt_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Rendering::CameraEvent)>(DLL2SDK::GameAssemblyBase + 0x464B908)(this, evt_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::RemoveAllCommandBuffers_2282()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x464B9A8)(this);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*>* DLL2SDK::UnityEngine::UnityEngine::Camera::GetCommandBuffers_2283(DLL2SDK::UnityEngine::UnityEngine::Rendering::CameraEvent evt_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*>*(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Rendering::CameraEvent)>(DLL2SDK::GameAssemblyBase + 0x464BA40)(this, evt_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Camera::get_commandBufferCount_2284()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x464BAE0)(this);
}
DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine::UnityEngine::Camera::RaycastTry_2285(DLL2SDK::UnityEngine::UnityEngine::Ray ray_, float distance_, int32_t layerMask_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GameObject*(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Ray, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x464BB78)(this, ray_, distance_, layerMask_);
}
DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine::UnityEngine::Camera::INTERNAL_CALL_RaycastTry_2286(DLL2SDK::UnityEngine::UnityEngine::Camera* self_, DLL2SDK::UnityEngine::UnityEngine::Ray* ray_, float distance_, int32_t layerMask_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GameObject*(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Ray*, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x464BBC0)(self_, ray_, distance_, layerMask_);
}
DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine::UnityEngine::Camera::RaycastTry2D_2287(DLL2SDK::UnityEngine::UnityEngine::Ray ray_, float distance_, int32_t layerMask_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GameObject*(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Ray, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x464BC70)(this, ray_, distance_, layerMask_);
}
DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine::UnityEngine::Camera::INTERNAL_CALL_RaycastTry2D_2288(DLL2SDK::UnityEngine::UnityEngine::Camera* self_, DLL2SDK::UnityEngine::UnityEngine::Ray* ray_, float distance_, int32_t layerMask_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GameObject*(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Ray*, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x464BCB8)(self_, ray_, distance_, layerMask_);
}
DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 DLL2SDK::UnityEngine::UnityEngine::Camera::CalculateObliqueMatrix_2289(DLL2SDK::UnityEngine::UnityEngine::Vector4 clipPlane_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Vector4)>(DLL2SDK::GameAssemblyBase + 0x464BD68)(this, clipPlane_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::INTERNAL_CALL_CalculateObliqueMatrix_2290(DLL2SDK::UnityEngine::UnityEngine::Camera* self_, DLL2SDK::UnityEngine::UnityEngine::Vector4* clipPlane_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::UnityEngine::UnityEngine::Vector4*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*)>(DLL2SDK::GameAssemblyBase + 0x464BE30)(self_, clipPlane_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Camera::FlushTemporalLODState_2291()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x464BED8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::CullingGroup::_ctor_2147()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CullingGroup*)>(DLL2SDK::GameAssemblyBase + 0x4DC9768)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::CullingGroup::Finalize_2148()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[1];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CullingGroup*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::CullingGroup::Dispose_2149()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CullingGroup*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::UnityEngine::UnityEngine::CullingGroup_StateChanged* DLL2SDK::UnityEngine::UnityEngine::CullingGroup::get_onStateChanged_2150()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::CullingGroup_StateChanged*(*)(DLL2SDK::UnityEngine::UnityEngine::CullingGroup*)>(DLL2SDK::GameAssemblyBase + 0x4DC9A50)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::CullingGroup::set_onStateChanged_2151(DLL2SDK::UnityEngine::UnityEngine::CullingGroup_StateChanged* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CullingGroup*, DLL2SDK::UnityEngine::UnityEngine::CullingGroup_StateChanged*)>(DLL2SDK::GameAssemblyBase + 0x4DC9A58)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::CullingGroup::set_targetCamera_2152(DLL2SDK::UnityEngine::UnityEngine::Camera* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CullingGroup*, DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x4DC9A60)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::CullingGroup::SetBoundingSpheres_2153(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::BoundingSphere>* array_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CullingGroup*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::BoundingSphere>*)>(DLL2SDK::GameAssemblyBase + 0x4DC9B00)(this, array_);
}
void DLL2SDK::UnityEngine::UnityEngine::CullingGroup::SetBoundingSphereCount_2154(int32_t count_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CullingGroup*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DC9BA0)(this, count_);
}
bool DLL2SDK::UnityEngine::UnityEngine::CullingGroup::IsVisible_2155(int32_t index_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::CullingGroup*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DC9C40)(this, index_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::CullingGroup::GetDistance_2156(int32_t index_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::CullingGroup*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DC9CE0)(this, index_);
}
void DLL2SDK::UnityEngine::UnityEngine::CullingGroup::SetBoundingDistances_2157(DLL2SDK::Array<float>* distances_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CullingGroup*, DLL2SDK::Array<float>*)>(DLL2SDK::GameAssemblyBase + 0x4DC9D80)(this, distances_);
}
void DLL2SDK::UnityEngine::UnityEngine::CullingGroup::SetDistanceReferencePoint_2158(DLL2SDK::UnityEngine::UnityEngine::Transform* transform_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CullingGroup*, DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4DC9E20)(this, transform_);
}
void DLL2SDK::UnityEngine::UnityEngine::CullingGroup::SendEvents_2159(DLL2SDK::UnityEngine::UnityEngine::CullingGroup* cullingGroup_, intptr_t eventsPtr_, int32_t count_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CullingGroup*, intptr_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DC9EC0)(cullingGroup_, eventsPtr_, count_);
}
void DLL2SDK::UnityEngine::UnityEngine::CullingGroup::Init_2160()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CullingGroup*)>(DLL2SDK::GameAssemblyBase + 0x4DC9794)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::CullingGroup::FinalizerFailure_2161()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CullingGroup*)>(DLL2SDK::GameAssemblyBase + 0x4DC9920)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::BoundingSphere::_ctor_2145(DLL2SDK::UnityEngine::UnityEngine::Vector3 pos_, float rad_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::BoundingSphere*, DLL2SDK::UnityEngine::UnityEngine::Vector3, float)>(DLL2SDK::GameAssemblyBase + 0x4646124)(this, pos_, rad_);
}
void DLL2SDK::UnityEngine::UnityEngine::Gizmos::DrawRay_2123(DLL2SDK::UnityEngine::UnityEngine::Vector3 from_, DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x47051E8)(from_, direction_);
}
void DLL2SDK::UnityEngine::UnityEngine::Gizmos::DrawLine_2124(DLL2SDK::UnityEngine::UnityEngine::Vector3 from_, DLL2SDK::UnityEngine::UnityEngine::Vector3 to_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4705258)(from_, to_);
}
void DLL2SDK::UnityEngine::UnityEngine::Gizmos::INTERNAL_CALL_DrawLine_2125(DLL2SDK::UnityEngine::UnityEngine::Vector3* from_, DLL2SDK::UnityEngine::UnityEngine::Vector3* to_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4705298)(from_, to_);
}
void DLL2SDK::UnityEngine::UnityEngine::Gizmos::DrawWireSphere_2126(DLL2SDK::UnityEngine::UnityEngine::Vector3 center_, float radius_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, float)>(DLL2SDK::GameAssemblyBase + 0x4705338)(center_, radius_);
}
void DLL2SDK::UnityEngine::UnityEngine::Gizmos::INTERNAL_CALL_DrawWireSphere_2127(DLL2SDK::UnityEngine::UnityEngine::Vector3* center_, float radius_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, float)>(DLL2SDK::GameAssemblyBase + 0x4705360)(center_, radius_);
}
void DLL2SDK::UnityEngine::UnityEngine::Gizmos::DrawSphere_2128(DLL2SDK::UnityEngine::UnityEngine::Vector3 center_, float radius_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, float)>(DLL2SDK::GameAssemblyBase + 0x4705400)(center_, radius_);
}
void DLL2SDK::UnityEngine::UnityEngine::Gizmos::INTERNAL_CALL_DrawSphere_2129(DLL2SDK::UnityEngine::UnityEngine::Vector3* center_, float radius_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, float)>(DLL2SDK::GameAssemblyBase + 0x4705428)(center_, radius_);
}
void DLL2SDK::UnityEngine::UnityEngine::Gizmos::DrawWireCube_2130(DLL2SDK::UnityEngine::UnityEngine::Vector3 center_, DLL2SDK::UnityEngine::UnityEngine::Vector3 size_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x47054C8)(center_, size_);
}
void DLL2SDK::UnityEngine::UnityEngine::Gizmos::INTERNAL_CALL_DrawWireCube_2131(DLL2SDK::UnityEngine::UnityEngine::Vector3* center_, DLL2SDK::UnityEngine::UnityEngine::Vector3* size_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4705508)(center_, size_);
}
void DLL2SDK::UnityEngine::UnityEngine::Gizmos::DrawCube_2132(DLL2SDK::UnityEngine::UnityEngine::Vector3 center_, DLL2SDK::UnityEngine::UnityEngine::Vector3 size_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x47055A8)(center_, size_);
}
void DLL2SDK::UnityEngine::UnityEngine::Gizmos::INTERNAL_CALL_DrawCube_2133(DLL2SDK::UnityEngine::UnityEngine::Vector3* center_, DLL2SDK::UnityEngine::UnityEngine::Vector3* size_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x47055E8)(center_, size_);
}
void DLL2SDK::UnityEngine::UnityEngine::Gizmos::DrawIcon_2134(DLL2SDK::UnityEngine::UnityEngine::Vector3 center_, DLL2SDK::mscorlib::System::String* name_, bool allowScaling_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::mscorlib::System::String*, bool)>(DLL2SDK::GameAssemblyBase + 0x4705688)(center_, name_, allowScaling_);
}
void DLL2SDK::UnityEngine::UnityEngine::Gizmos::DrawIcon_2135(DLL2SDK::UnityEngine::UnityEngine::Vector3 center_, DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4705760)(center_, name_);
}
void DLL2SDK::UnityEngine::UnityEngine::Gizmos::INTERNAL_CALL_DrawIcon_2136(DLL2SDK::UnityEngine::UnityEngine::Vector3* center_, DLL2SDK::mscorlib::System::String* name_, bool allowScaling_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::mscorlib::System::String*, bool)>(DLL2SDK::GameAssemblyBase + 0x47056B8)(center_, name_, allowScaling_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Gizmos::get_color_2137()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)()>(DLL2SDK::GameAssemblyBase + 0x470578C)();
}
void DLL2SDK::UnityEngine::UnityEngine::Gizmos::set_color_2138(DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4705858)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Gizmos::INTERNAL_get_color_2139(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x47057C0)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Gizmos::INTERNAL_set_color_2140(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4705880)(value_);
}
DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 DLL2SDK::UnityEngine::UnityEngine::Gizmos::get_matrix_2141()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4(*)()>(DLL2SDK::GameAssemblyBase + 0x4705918)();
}
void DLL2SDK::UnityEngine::UnityEngine::Gizmos::set_matrix_2142(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4)>(DLL2SDK::GameAssemblyBase + 0x4705A58)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Gizmos::INTERNAL_get_matrix_2143(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*)>(DLL2SDK::GameAssemblyBase + 0x47059C0)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Gizmos::INTERNAL_set_matrix_2144(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*)>(DLL2SDK::GameAssemblyBase + 0x4705AD0)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::_ctor_2023(DLL2SDK::UnityEngine::UnityEngine::Shader* shader_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::UnityEngine::UnityEngine::Shader*)>(DLL2SDK::GameAssemblyBase + 0x4AD3CB8)(this, shader_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::_ctor_2024(DLL2SDK::UnityEngine::UnityEngine::Material* source_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::UnityEngine::UnityEngine::Material*)>(DLL2SDK::GameAssemblyBase + 0x4AD3E0C)(this, source_);
}
DLL2SDK::UnityEngine::UnityEngine::Shader* DLL2SDK::UnityEngine::UnityEngine::Material::get_shader_2025()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Shader*(*)(DLL2SDK::UnityEngine::UnityEngine::Material*)>(DLL2SDK::GameAssemblyBase + 0x4AD3F60)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::set_shader_2026(DLL2SDK::UnityEngine::UnityEngine::Shader* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::UnityEngine::UnityEngine::Shader*)>(DLL2SDK::GameAssemblyBase + 0x4AD3FF8)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Material::get_color_2027()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine::UnityEngine::Material*)>(DLL2SDK::GameAssemblyBase + 0x4AD4098)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::set_color_2028(DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4AD41AC)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Texture* DLL2SDK::UnityEngine::UnityEngine::Material::get_mainTexture_2029()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Texture*(*)(DLL2SDK::UnityEngine::UnityEngine::Material*)>(DLL2SDK::GameAssemblyBase + 0x4AD42A8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::set_mainTexture_2030(DLL2SDK::UnityEngine::UnityEngine::Texture* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x4AD4364)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Material::get_mainTextureOffset_2031()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Material*)>(DLL2SDK::GameAssemblyBase + 0x4AD4430)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::set_mainTextureOffset_2032(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4AD4520)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Material::get_mainTextureScale_2033()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Material*)>(DLL2SDK::GameAssemblyBase + 0x4AD4614)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::set_mainTextureScale_2034(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4AD4704)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::SetFloatImpl_2035(int32_t nameID_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4AD47F8)(this, nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::SetIntImpl_2036(int32_t nameID_, int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AD48A0)(this, nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::SetColorImpl_2037(int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4AD4948)(this, nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::INTERNAL_CALL_SetColorImpl_2038(DLL2SDK::UnityEngine::UnityEngine::Material* self_, int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4AD4988)(self_, nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::SetVectorImpl_2039(int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Vector4 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Vector4)>(DLL2SDK::GameAssemblyBase + 0x4AD4A30)(this, nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::INTERNAL_CALL_SetVectorImpl_2040(DLL2SDK::UnityEngine::UnityEngine::Material* self_, int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Vector4* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Vector4*)>(DLL2SDK::GameAssemblyBase + 0x4AD4A70)(self_, nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::SetMatrixImpl_2041(int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4)>(DLL2SDK::GameAssemblyBase + 0x4AD4B18)(this, nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::INTERNAL_CALL_SetMatrixImpl_2042(DLL2SDK::UnityEngine::UnityEngine::Material* self_, int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*)>(DLL2SDK::GameAssemblyBase + 0x4AD4BB4)(self_, nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::SetTextureImpl_2043(int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Texture* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x4AD4C5C)(this, nameID_, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Material::GetFloatImpl_2044(int32_t nameID_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AD4D04)(this, nameID_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Material::GetColorImpl_2045(int32_t nameID_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AD4DA4)(this, nameID_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::INTERNAL_CALL_GetColorImpl_2046(DLL2SDK::UnityEngine::UnityEngine::Material* self_, int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4AD4DD8)(self_, nameID_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector4 DLL2SDK::UnityEngine::UnityEngine::Material::GetVectorImpl_2047(int32_t nameID_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector4(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AD4E80)(this, nameID_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::INTERNAL_CALL_GetVectorImpl_2048(DLL2SDK::UnityEngine::UnityEngine::Material* self_, int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Vector4* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Vector4*)>(DLL2SDK::GameAssemblyBase + 0x4AD4EB4)(self_, nameID_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Texture* DLL2SDK::UnityEngine::UnityEngine::Material::GetTextureImpl_2049(int32_t nameID_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Texture*(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AD4F5C)(this, nameID_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector4 DLL2SDK::UnityEngine::UnityEngine::Material::GetTextureScaleAndOffsetImpl_2050(int32_t nameID_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector4(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AD4FFC)(this, nameID_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::INTERNAL_CALL_GetTextureScaleAndOffsetImpl_2051(DLL2SDK::UnityEngine::UnityEngine::Material* self_, int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Vector4* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Vector4*)>(DLL2SDK::GameAssemblyBase + 0x4AD5030)(self_, nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::SetTextureOffsetImpl_2052(int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Vector2 offset_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4AD50D8)(this, nameID_, offset_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::INTERNAL_CALL_SetTextureOffsetImpl_2053(DLL2SDK::UnityEngine::UnityEngine::Material* self_, int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Vector2* offset_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4AD5108)(self_, nameID_, offset_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::SetTextureScaleImpl_2054(int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Vector2 scale_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4AD51B0)(this, nameID_, scale_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::INTERNAL_CALL_SetTextureScaleImpl_2055(DLL2SDK::UnityEngine::UnityEngine::Material* self_, int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Vector2* scale_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4AD51E0)(self_, nameID_, scale_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Material::HasProperty_2056(DLL2SDK::mscorlib::System::String* propertyName_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AD5288)(this, propertyName_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Material::HasProperty_2057(int32_t nameID_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AD52B0)(this, nameID_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Material::GetTag_2058(DLL2SDK::mscorlib::System::String* tag_, bool searchFallbacks_, DLL2SDK::mscorlib::System::String* defaultValue_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::mscorlib::System::String*, bool, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AD5350)(this, tag_, searchFallbacks_, defaultValue_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Material::GetTag_2059(DLL2SDK::mscorlib::System::String* tag_, bool searchFallbacks_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::mscorlib::System::String*, bool)>(DLL2SDK::GameAssemblyBase + 0x4AD5400)(this, tag_, searchFallbacks_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Material::get_passCount_2060()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Material*)>(DLL2SDK::GameAssemblyBase + 0x4AD549C)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Material::SetPass_2061(int32_t pass_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AD5534)(this, pass_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Material::get_renderQueue_2062()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Material*)>(DLL2SDK::GameAssemblyBase + 0x4AD55D4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::set_renderQueue_2063(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AD566C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::Internal_CreateWithShader_2064(DLL2SDK::UnityEngine::UnityEngine::Material* mono_, DLL2SDK::UnityEngine::UnityEngine::Shader* shader_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::UnityEngine::UnityEngine::Shader*)>(DLL2SDK::GameAssemblyBase + 0x4AD3D6C)(mono_, shader_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::Internal_CreateWithMaterial_2065(DLL2SDK::UnityEngine::UnityEngine::Material* mono_, DLL2SDK::UnityEngine::UnityEngine::Material* source_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::UnityEngine::UnityEngine::Material*)>(DLL2SDK::GameAssemblyBase + 0x4AD3EC0)(mono_, source_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::CopyPropertiesFromMaterial_2066(DLL2SDK::UnityEngine::UnityEngine::Material* mat_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::UnityEngine::UnityEngine::Material*)>(DLL2SDK::GameAssemblyBase + 0x4AD570C)(this, mat_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::EnableKeyword_2067(DLL2SDK::mscorlib::System::String* keyword_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AD57AC)(this, keyword_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::DisableKeyword_2068(DLL2SDK::mscorlib::System::String* keyword_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AD584C)(this, keyword_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Material::IsKeywordEnabled_2069(DLL2SDK::mscorlib::System::String* keyword_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AD58EC)(this, keyword_);
}
DLL2SDK::Array<DLL2SDK::mscorlib::System::String*>* DLL2SDK::UnityEngine::UnityEngine::Material::get_shaderKeywords_2070()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::mscorlib::System::String*>*(*)(DLL2SDK::UnityEngine::UnityEngine::Material*)>(DLL2SDK::GameAssemblyBase + 0x4AD598C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::set_shaderKeywords_2071(DLL2SDK::Array<DLL2SDK::mscorlib::System::String*>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::Array<DLL2SDK::mscorlib::System::String*>*)>(DLL2SDK::GameAssemblyBase + 0x4AD5A24)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::set_globalIlluminationFlags_2072(DLL2SDK::UnityEngine::UnityEngine::MaterialGlobalIlluminationFlags value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::UnityEngine::UnityEngine::MaterialGlobalIlluminationFlags)>(DLL2SDK::GameAssemblyBase + 0x4AD5AC4)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Material::get_enableInstancing_2073()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Material*)>(DLL2SDK::GameAssemblyBase + 0x4AD5B64)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::set_enableInstancing_2074(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, bool)>(DLL2SDK::GameAssemblyBase + 0x4AD5BFC)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::SetFloat_2075(DLL2SDK::mscorlib::System::String* name_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::mscorlib::System::String*, float)>(DLL2SDK::GameAssemblyBase + 0x4AD5C9C)(this, name_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::SetFloat_2076(int32_t nameID_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4AD5CCC)(this, nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::SetInt_2077(DLL2SDK::mscorlib::System::String* name_, int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::mscorlib::System::String*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AD5CD0)(this, name_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::SetInt_2078(int32_t nameID_, int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AD5D00)(this, nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::SetColor_2079(DLL2SDK::mscorlib::System::String* name_, DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4AD4254)(this, name_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::SetColor_2080(int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4AD5D04)(this, nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::SetVector_2081(DLL2SDK::mscorlib::System::String* name_, DLL2SDK::UnityEngine::UnityEngine::Vector4 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::Vector4)>(DLL2SDK::GameAssemblyBase + 0x4AD5D44)(this, name_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::SetVector_2082(int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Vector4 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Vector4)>(DLL2SDK::GameAssemblyBase + 0x4AD5D98)(this, nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::SetMatrix_2083(DLL2SDK::mscorlib::System::String* name_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4)>(DLL2SDK::GameAssemblyBase + 0x4AD5DD8)(this, name_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::SetMatrix_2084(int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4)>(DLL2SDK::GameAssemblyBase + 0x4AD5E80)(this, nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::SetTexture_2085(DLL2SDK::mscorlib::System::String* name_, DLL2SDK::UnityEngine::UnityEngine::Texture* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x4AD4400)(this, name_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::SetTexture_2086(int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Texture* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x4AD5F00)(this, nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::SetTextureOffset_2087(DLL2SDK::mscorlib::System::String* name_, DLL2SDK::UnityEngine::UnityEngine::Vector2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4AD45D0)(this, name_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::SetTextureOffset_2088(int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Vector2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4AD5F04)(this, nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::SetTextureScale_2089(DLL2SDK::mscorlib::System::String* name_, DLL2SDK::UnityEngine::UnityEngine::Vector2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4AD47B4)(this, name_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Material::SetTextureScale_2090(int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Vector2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4AD5F34)(this, nameID_, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Material::GetFloat_2091(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AD5F64)(this, name_);
}
float DLL2SDK::UnityEngine::UnityEngine::Material::GetFloat_2092(int32_t nameID_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AD5F8C)(this, nameID_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Material::GetColor_2093(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AD4140)(this, name_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Material::GetColor_2094(int32_t nameID_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AD5F90)(this, nameID_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector4 DLL2SDK::UnityEngine::UnityEngine::Material::GetVector_2095(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector4(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AD5FD4)(this, name_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector4 DLL2SDK::UnityEngine::UnityEngine::Material::GetVector_2096(int32_t nameID_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector4(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AD6040)(this, nameID_);
}
DLL2SDK::UnityEngine::UnityEngine::Texture* DLL2SDK::UnityEngine::UnityEngine::Material::GetTexture_2097(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Texture*(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AD433C)(this, name_);
}
DLL2SDK::UnityEngine::UnityEngine::Texture* DLL2SDK::UnityEngine::UnityEngine::Material::GetTexture_2098(int32_t nameID_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Texture*(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AD6084)(this, nameID_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Material::GetTextureOffset_2099(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AD44DC)(this, name_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Material::GetTextureOffset_2100(int32_t nameID_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AD6088)(this, nameID_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Material::GetTextureScale_2101(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AD46C0)(this, name_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Material::GetTextureScale_2102(int32_t nameID_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AD60DC)(this, nameID_);
}
DLL2SDK::UnityEngine::UnityEngine::Shader* DLL2SDK::UnityEngine::UnityEngine::Shader::Find_1980(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Shader*(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4EA8A70)(name_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Shader::CallCustomShaderStripping_1981(DLL2SDK::UnityEngine::UnityEngine::Shader* shader_, uint64_t keywordSetPart1_, uint64_t keywordSetPart2_, uint64_t keywordSetPart3_, uint64_t keywordSetPart4_, bool isCompilingForGameRelease_, int32_t shaderLod_, DLL2SDK::mscorlib::System::String* passName_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Shader*, uint64_t, uint64_t, uint64_t, uint64_t, bool, int32_t, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4EA8B08)(shader_, keywordSetPart1_, keywordSetPart2_, keywordSetPart3_, keywordSetPart4_, isCompilingForGameRelease_, shaderLod_, passName_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Shader::get_isSupported_1982()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Shader*)>(DLL2SDK::GameAssemblyBase + 0x4EA8F9C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Shader::EnableKeyword_1983(DLL2SDK::mscorlib::System::String* keyword_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4EA9034)(keyword_);
}
void DLL2SDK::UnityEngine::UnityEngine::Shader::DisableKeyword_1984(DLL2SDK::mscorlib::System::String* keyword_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4EA90CC)(keyword_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Shader::IsKeywordEnabled_1985(DLL2SDK::mscorlib::System::String* keyword_)
{
return reinterpret_cast<bool(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4EA9164)(keyword_);
}
void DLL2SDK::UnityEngine::UnityEngine::Shader::set_maximumLOD_1986(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Shader*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4EA91FC)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Shader::get_globalMaximumLOD_1987()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4EA929C)();
}
void DLL2SDK::UnityEngine::UnityEngine::Shader::set_globalMaximumLOD_1988(int32_t value_)
{
return reinterpret_cast<void(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4EA932C)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Shader::SetGlobalFloatImpl_1989(int32_t nameID_, float value_)
{
return reinterpret_cast<void(*)(int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4EA93C4)(nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Shader::SetGlobalIntImpl_1990(int32_t nameID_, int32_t value_)
{
return reinterpret_cast<void(*)(int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4EA9464)(nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Shader::SetGlobalVectorImpl_1991(int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Vector4 value_)
{
return reinterpret_cast<void(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::Vector4)>(DLL2SDK::GameAssemblyBase + 0x4EA9504)(nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Shader::INTERNAL_CALL_SetGlobalVectorImpl_1992(int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Vector4* value_)
{
return reinterpret_cast<void(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::Vector4*)>(DLL2SDK::GameAssemblyBase + 0x4EA9534)(nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Shader::SetGlobalColorImpl_1993(int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4EA95D4)(nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Shader::INTERNAL_CALL_SetGlobalColorImpl_1994(int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4EA9604)(nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Shader::SetGlobalMatrixImpl_1995(int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 value_)
{
return reinterpret_cast<void(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4)>(DLL2SDK::GameAssemblyBase + 0x4EA96A4)(nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Shader::INTERNAL_CALL_SetGlobalMatrixImpl_1996(int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4* value_)
{
return reinterpret_cast<void(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*)>(DLL2SDK::GameAssemblyBase + 0x4EA9728)(nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Shader::SetGlobalTextureImpl_1997(int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Texture* value_)
{
return reinterpret_cast<void(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x4EA97C8)(nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Shader::SetGlobalFloatArrayImpl_1998(int32_t nameID_, DLL2SDK::Array<float>* values_)
{
return reinterpret_cast<void(*)(int32_t, DLL2SDK::Array<float>*)>(DLL2SDK::GameAssemblyBase + 0x4EA9868)(nameID_, values_);
}
void DLL2SDK::UnityEngine::UnityEngine::Shader::SetGlobalVectorArrayImpl_1999(int32_t nameID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector4>* values_)
{
return reinterpret_cast<void(*)(int32_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector4>*)>(DLL2SDK::GameAssemblyBase + 0x4EA9908)(nameID_, values_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Shader::PropertyToID_2000(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4E9C4F8)(name_);
}
void DLL2SDK::UnityEngine::UnityEngine::Shader::AllocSharedWarmUpBuffer_2001()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4EA99A8)();
}
void DLL2SDK::UnityEngine::UnityEngine::Shader::FreeSharedWarmUpBuffer_2002()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4EA9A38)();
}
void DLL2SDK::UnityEngine::UnityEngine::Shader::SetGlobalFloat_2003(DLL2SDK::mscorlib::System::String* name_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*, float)>(DLL2SDK::GameAssemblyBase + 0x4EA9AC8)(name_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Shader::SetGlobalFloat_2004(int32_t nameID_, float value_)
{
return reinterpret_cast<void(*)(int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4EA9AE8)(nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Shader::SetGlobalInt_2005(int32_t nameID_, int32_t value_)
{
return reinterpret_cast<void(*)(int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4EA9AEC)(nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Shader::SetGlobalVector_2006(DLL2SDK::mscorlib::System::String* name_, DLL2SDK::UnityEngine::UnityEngine::Vector4 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::Vector4)>(DLL2SDK::GameAssemblyBase + 0x4EA9AF0)(name_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Shader::SetGlobalVector_2007(int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Vector4 value_)
{
return reinterpret_cast<void(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::Vector4)>(DLL2SDK::GameAssemblyBase + 0x4EA9B34)(nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Shader::SetGlobalColor_2008(DLL2SDK::mscorlib::System::String* name_, DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4EA9B64)(name_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Shader::SetGlobalColor_2009(int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4EA9BA8)(nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Shader::SetGlobalMatrix_2010(int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 value_)
{
return reinterpret_cast<void(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4)>(DLL2SDK::GameAssemblyBase + 0x4EA9BD8)(nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Shader::SetGlobalTexture_2011(DLL2SDK::mscorlib::System::String* name_, DLL2SDK::UnityEngine::UnityEngine::Texture* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x4EA9C58)(name_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Shader::SetGlobalTexture_2012(int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Texture* value_)
{
return reinterpret_cast<void(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x4EA9C78)(nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Shader::SetGlobalFloatArray_2013(int32_t nameID_, DLL2SDK::Array<float>* values_)
{
return reinterpret_cast<void(*)(int32_t, DLL2SDK::Array<float>*)>(DLL2SDK::GameAssemblyBase + 0x4EA9C7C)(nameID_, values_);
}
void DLL2SDK::UnityEngine::UnityEngine::Shader::SetGlobalVectorArray_2014(int32_t nameID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector4>* values_)
{
return reinterpret_cast<void(*)(int32_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector4>*)>(DLL2SDK::GameAssemblyBase + 0x4EA9D94)(nameID_, values_);
}
void DLL2SDK::UnityEngine::UnityEngine::YieldInstruction::_ctor_1979()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::YieldInstruction*)>(DLL2SDK::GameAssemblyBase + 0x4D72B40)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Display::_ctor_1958()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Display*)>(DLL2SDK::GameAssemblyBase + 0x4DCC144)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Display::_ctor_1959(intptr_t nativeDisplay_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Display*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4DCC184)(this, nativeDisplay_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Display::get_renderingWidth_1960()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Display*)>(DLL2SDK::GameAssemblyBase + 0x4DCC1A4)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Display::get_renderingHeight_1961()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Display*)>(DLL2SDK::GameAssemblyBase + 0x4DCC310)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Display::get_systemWidth_1962()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Display*)>(DLL2SDK::GameAssemblyBase + 0x4DCC3D4)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Display::get_systemHeight_1963()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Display*)>(DLL2SDK::GameAssemblyBase + 0x4DCC540)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Display::RelativeMouseAt_1964(DLL2SDK::UnityEngine::UnityEngine::Vector3 inputMouseCoordinates_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4DCC604)(inputMouseCoordinates_);
}
void DLL2SDK::UnityEngine::UnityEngine::Display::RecreateDisplayList_1965(DLL2SDK::Array<intptr_t>* nativeDisplay_)
{
return reinterpret_cast<void(*)(DLL2SDK::Array<intptr_t>*)>(DLL2SDK::GameAssemblyBase + 0x4DCC7BC)(nativeDisplay_);
}
void DLL2SDK::UnityEngine::UnityEngine::Display::FireDisplaysUpdated_1966()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4DCCA4C)();
}
void DLL2SDK::UnityEngine::UnityEngine::Display::GetSystemExtImpl_1967(intptr_t nativeDisplay_, int32_t* w_, int32_t* h_)
{
return reinterpret_cast<void(*)(intptr_t, int32_t*, int32_t*)>(DLL2SDK::GameAssemblyBase + 0x4DCC498)(nativeDisplay_, w_, h_);
}
void DLL2SDK::UnityEngine::UnityEngine::Display::GetRenderingExtImpl_1968(intptr_t nativeDisplay_, int32_t* w_, int32_t* h_)
{
return reinterpret_cast<void(*)(intptr_t, int32_t*, int32_t*)>(DLL2SDK::GameAssemblyBase + 0x4DCC268)(nativeDisplay_, w_, h_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Display::RelativeMouseAtImpl_1969(int32_t x_, int32_t y_, int32_t* rx_, int32_t* ry_)
{
return reinterpret_cast<int32_t(*)(int32_t, int32_t, int32_t*, int32_t*)>(DLL2SDK::GameAssemblyBase + 0x4DCC70C)(x_, y_, rx_, ry_);
}
void DLL2SDK::UnityEngine::UnityEngine::Display::_cctor_1970()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4DCCBEC)();
}
void DLL2SDK::UnityEngine::UnityEngine::AsyncOperation::_ctor_1949()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AsyncOperation*)>(DLL2SDK::GameAssemblyBase + 0x4642830)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AsyncOperation::InternalDestroy_1950()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AsyncOperation*)>(DLL2SDK::GameAssemblyBase + 0x4642C10)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AsyncOperation::Finalize_1951()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[1];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AsyncOperation*, void*)>(Data.methodPtr)(this, Data.method);
}
bool DLL2SDK::UnityEngine::UnityEngine::AsyncOperation::get_isDone_1952()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::AsyncOperation*)>(DLL2SDK::GameAssemblyBase + 0x4642D0C)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::AsyncOperation::get_progress_1953()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::AsyncOperation*)>(DLL2SDK::GameAssemblyBase + 0x4642DA4)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AsyncOperation::get_priority_1954()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::AsyncOperation*)>(DLL2SDK::GameAssemblyBase + 0x4642E3C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AsyncOperation::set_priority_1955(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AsyncOperation*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4642ED4)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::AsyncOperation::get_allowSceneActivation_1956()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::AsyncOperation*)>(DLL2SDK::GameAssemblyBase + 0x4642F74)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AsyncOperation::set_allowSceneActivation_1957(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AsyncOperation*, bool)>(DLL2SDK::GameAssemblyBase + 0x464300C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector4 DLL2SDK::UnityEngine::UnityEngine::Sprites::DataUtility::GetInnerUV_1941(DLL2SDK::UnityEngine::UnityEngine::Sprite* sprite_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector4(*)(DLL2SDK::UnityEngine::UnityEngine::Sprite*)>(DLL2SDK::GameAssemblyBase + 0x4EAE4B8)(sprite_);
}
void DLL2SDK::UnityEngine::UnityEngine::Sprites::DataUtility::INTERNAL_CALL_GetInnerUV_1942(DLL2SDK::UnityEngine::UnityEngine::Sprite* sprite_, DLL2SDK::UnityEngine::UnityEngine::Vector4* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Sprite*, DLL2SDK::UnityEngine::UnityEngine::Vector4*)>(DLL2SDK::GameAssemblyBase + 0x4EAE4F0)(sprite_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector4 DLL2SDK::UnityEngine::UnityEngine::Sprites::DataUtility::GetOuterUV_1943(DLL2SDK::UnityEngine::UnityEngine::Sprite* sprite_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector4(*)(DLL2SDK::UnityEngine::UnityEngine::Sprite*)>(DLL2SDK::GameAssemblyBase + 0x4EAE590)(sprite_);
}
void DLL2SDK::UnityEngine::UnityEngine::Sprites::DataUtility::INTERNAL_CALL_GetOuterUV_1944(DLL2SDK::UnityEngine::UnityEngine::Sprite* sprite_, DLL2SDK::UnityEngine::UnityEngine::Vector4* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Sprite*, DLL2SDK::UnityEngine::UnityEngine::Vector4*)>(DLL2SDK::GameAssemblyBase + 0x4EAE5C8)(sprite_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector4 DLL2SDK::UnityEngine::UnityEngine::Sprites::DataUtility::GetPadding_1945(DLL2SDK::UnityEngine::UnityEngine::Sprite* sprite_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector4(*)(DLL2SDK::UnityEngine::UnityEngine::Sprite*)>(DLL2SDK::GameAssemblyBase + 0x4EAE668)(sprite_);
}
void DLL2SDK::UnityEngine::UnityEngine::Sprites::DataUtility::INTERNAL_CALL_GetPadding_1946(DLL2SDK::UnityEngine::UnityEngine::Sprite* sprite_, DLL2SDK::UnityEngine::UnityEngine::Vector4* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Sprite*, DLL2SDK::UnityEngine::UnityEngine::Vector4*)>(DLL2SDK::GameAssemblyBase + 0x4EAE6A0)(sprite_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Sprites::DataUtility::GetMinSize_1947(DLL2SDK::UnityEngine::UnityEngine::Sprite* sprite_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Sprite*)>(DLL2SDK::GameAssemblyBase + 0x4EAE740)(sprite_);
}
void DLL2SDK::UnityEngine::UnityEngine::Sprites::DataUtility::Internal_GetMinSize_1948(DLL2SDK::UnityEngine::UnityEngine::Sprite* sprite_, DLL2SDK::UnityEngine::UnityEngine::Vector2* output_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Sprite*, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4EAE77C)(sprite_, output_);
}
void DLL2SDK::UnityEngine::UnityEngine::Renderer::_ctor_300()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*)>(DLL2SDK::GameAssemblyBase + 0x4AF5BA0)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Renderer::SetRenderStateBlock_301(int32_t blockID_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderStateBlock block_)
{
return reinterpret_cast<bool(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::Experimental::Rendering::RenderStateBlock)>(DLL2SDK::GameAssemblyBase + 0x4AF5BA8)(blockID_, block_);
}
void DLL2SDK::UnityEngine::UnityEngine::Renderer::ClearRenderState_302()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*)>(DLL2SDK::GameAssemblyBase + 0x4AF5C7C)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Renderer::SetRenderState_303(int32_t passType_, int32_t state_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AF5D14)(this, passType_, state_);
}
void DLL2SDK::UnityEngine::UnityEngine::Renderer::EnableKeyword_304(DLL2SDK::mscorlib::System::String* keyword_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AF5DBC)(this, keyword_);
}
void DLL2SDK::UnityEngine::UnityEngine::Renderer::DisableKeyword_305(DLL2SDK::mscorlib::System::String* keyword_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AF5E5C)(this, keyword_);
}
void DLL2SDK::UnityEngine::UnityEngine::Renderer::set_overrideRenderQueue_306(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AF5EFC)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Renderer::get_isPartOfStaticBatch_307()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*)>(DLL2SDK::GameAssemblyBase + 0x4AF5F9C)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Renderer::get_enabled_308()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*)>(DLL2SDK::GameAssemblyBase + 0x4AF6034)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Renderer::set_enabled_309(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*, bool)>(DLL2SDK::GameAssemblyBase + 0x4AF60CC)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode DLL2SDK::UnityEngine::UnityEngine::Renderer::get_shadowCastingMode_310()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*)>(DLL2SDK::GameAssemblyBase + 0x4AF616C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Renderer::set_shadowCastingMode_311(DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode)>(DLL2SDK::GameAssemblyBase + 0x4AF6204)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Renderer::get_receiveShadows_312()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*)>(DLL2SDK::GameAssemblyBase + 0x4AF62A4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Renderer::set_receiveShadows_313(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*, bool)>(DLL2SDK::GameAssemblyBase + 0x4AF633C)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Renderer::get_receiveNoSSShadows_314()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*)>(DLL2SDK::GameAssemblyBase + 0x4AF63DC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Renderer::set_receiveNoSSShadows_315(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*, bool)>(DLL2SDK::GameAssemblyBase + 0x4AF6474)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Renderer::get_dynamicShadows_316()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*)>(DLL2SDK::GameAssemblyBase + 0x4AF6514)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Renderer::set_dynamicShadows_317(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*, bool)>(DLL2SDK::GameAssemblyBase + 0x4AF65AC)(this, value_);
}
uint32_t DLL2SDK::UnityEngine::UnityEngine::Renderer::get_passTypeMask_318()
{
return reinterpret_cast<uint32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*)>(DLL2SDK::GameAssemblyBase + 0x4AF664C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Renderer::set_passTypeMask_319(uint32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*, uint32_t)>(DLL2SDK::GameAssemblyBase + 0x4AF66E4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Renderer::set_resideInMemory_320(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*, bool)>(DLL2SDK::GameAssemblyBase + 0x4AF6784)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Material* DLL2SDK::UnityEngine::UnityEngine::Renderer::get_material_321()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Material*(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*)>(DLL2SDK::GameAssemblyBase + 0x4AF6824)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Renderer::set_material_322(DLL2SDK::UnityEngine::UnityEngine::Material* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*, DLL2SDK::UnityEngine::UnityEngine::Material*)>(DLL2SDK::GameAssemblyBase + 0x4AF68BC)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Material* DLL2SDK::UnityEngine::UnityEngine::Renderer::get_sharedMaterial_323()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Material*(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*)>(DLL2SDK::GameAssemblyBase + 0x4AF695C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Renderer::set_sharedMaterial_324(DLL2SDK::UnityEngine::UnityEngine::Material* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*, DLL2SDK::UnityEngine::UnityEngine::Material*)>(DLL2SDK::GameAssemblyBase + 0x4AF69F4)(this, value_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Material*>* DLL2SDK::UnityEngine::UnityEngine::Renderer::get_materials_325()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Material*>*(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*)>(DLL2SDK::GameAssemblyBase + 0x4AF6A94)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Renderer::set_materials_326(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Material*>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Material*>*)>(DLL2SDK::GameAssemblyBase + 0x4AF6B2C)(this, value_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Material*>* DLL2SDK::UnityEngine::UnityEngine::Renderer::get_sharedMaterials_327()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Material*>*(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*)>(DLL2SDK::GameAssemblyBase + 0x4AF6BCC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Renderer::set_sharedMaterials_328(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Material*>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Material*>*)>(DLL2SDK::GameAssemblyBase + 0x4AF6C64)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Bounds DLL2SDK::UnityEngine::UnityEngine::Renderer::get_bounds_329()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Bounds(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*)>(DLL2SDK::GameAssemblyBase + 0x4AF6D04)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Renderer::INTERNAL_get_bounds_330(DLL2SDK::UnityEngine::UnityEngine::Bounds* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*, DLL2SDK::UnityEngine::UnityEngine::Bounds*)>(DLL2SDK::GameAssemblyBase + 0x4AF6D50)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Renderer::get_lightmapIndex_331()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*)>(DLL2SDK::GameAssemblyBase + 0x4AF6DF0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Renderer::set_lightmapIndex_332(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AF6E88)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Renderer::set_lightmapScaleOffset_333(DLL2SDK::UnityEngine::UnityEngine::Vector4 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*, DLL2SDK::UnityEngine::UnityEngine::Vector4)>(DLL2SDK::GameAssemblyBase + 0x4AF6F28)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Renderer::INTERNAL_set_lightmapScaleOffset_334(DLL2SDK::UnityEngine::UnityEngine::Vector4* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*, DLL2SDK::UnityEngine::UnityEngine::Vector4*)>(DLL2SDK::GameAssemblyBase + 0x4AF6F4C)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Renderer::get_isVisible_335()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*)>(DLL2SDK::GameAssemblyBase + 0x4AF6FEC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Renderer::set_lightProbeUsage_336(DLL2SDK::UnityEngine::UnityEngine::Rendering::LightProbeUsage value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*, DLL2SDK::UnityEngine::UnityEngine::Rendering::LightProbeUsage)>(DLL2SDK::GameAssemblyBase + 0x4AF7084)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Renderer::set_lightProbeProxyVolumeOverride_337(DLL2SDK::UnityEngine::UnityEngine::GameObject* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*, DLL2SDK::UnityEngine::UnityEngine::GameObject*)>(DLL2SDK::GameAssemblyBase + 0x4AF7124)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Transform* DLL2SDK::UnityEngine::UnityEngine::Renderer::get_probeAnchor_338()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Transform*(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*)>(DLL2SDK::GameAssemblyBase + 0x4AF71C4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Renderer::set_probeAnchor_339(DLL2SDK::UnityEngine::UnityEngine::Transform* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*, DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4AF725C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Renderer::set_reflectionProbeUsage_340(DLL2SDK::UnityEngine::UnityEngine::Rendering::ReflectionProbeUsage value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*, DLL2SDK::UnityEngine::UnityEngine::Rendering::ReflectionProbeUsage)>(DLL2SDK::GameAssemblyBase + 0x4AF72FC)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Renderer::SetPropertyBlock_341(DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock* properties_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*)>(DLL2SDK::GameAssemblyBase + 0x4AF739C)(this, properties_);
}
void DLL2SDK::UnityEngine::UnityEngine::Renderer::GetPropertyBlock_342(DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock* dest_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*)>(DLL2SDK::GameAssemblyBase + 0x4AF743C)(this, dest_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Renderer::get_sortingLayerName_343()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*)>(DLL2SDK::GameAssemblyBase + 0x4AF74DC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Renderer::set_sortingLayerName_344(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AF7574)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Renderer::get_sortingLayerID_345()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*)>(DLL2SDK::GameAssemblyBase + 0x4AF7614)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Renderer::get_sortingOrder_346()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*)>(DLL2SDK::GameAssemblyBase + 0x4AF76AC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Renderer::set_sortingOrder_347(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Renderer*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AF7744)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine::UnityEngine::Sprite::get_rect_1919()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(DLL2SDK::UnityEngine::UnityEngine::Sprite*)>(DLL2SDK::GameAssemblyBase + 0x4EADB24)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Sprite::INTERNAL_get_rect_1920(DLL2SDK::UnityEngine::UnityEngine::Rect* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Sprite*, DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x4EADB5C)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Sprite::get_pixelsPerUnit_1921()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Sprite*)>(DLL2SDK::GameAssemblyBase + 0x4EADBFC)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Texture2D* DLL2SDK::UnityEngine::UnityEngine::Sprite::get_texture_1922()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Texture2D*(*)(DLL2SDK::UnityEngine::UnityEngine::Sprite*)>(DLL2SDK::GameAssemblyBase + 0x4EADC94)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Texture2D* DLL2SDK::UnityEngine::UnityEngine::Sprite::get_associatedAlphaSplitTexture_1923()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Texture2D*(*)(DLL2SDK::UnityEngine::UnityEngine::Sprite*)>(DLL2SDK::GameAssemblyBase + 0x4EADD2C)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine::UnityEngine::Sprite::get_textureRect_1924()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(DLL2SDK::UnityEngine::UnityEngine::Sprite*)>(DLL2SDK::GameAssemblyBase + 0x4EADDC4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Sprite::INTERNAL_get_textureRect_1925(DLL2SDK::UnityEngine::UnityEngine::Rect* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Sprite*, DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x4EADDFC)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Sprite::get_textureRectOffset_1926()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Sprite*)>(DLL2SDK::GameAssemblyBase + 0x4EADE9C)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Sprite::get_packed_1927()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Sprite*)>(DLL2SDK::GameAssemblyBase + 0x4EADF70)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Sprite::Internal_GetTextureRectOffset_1928(DLL2SDK::UnityEngine::UnityEngine::Sprite* sprite_, DLL2SDK::UnityEngine::UnityEngine::Vector2* output_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Sprite*, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4EADED0)(sprite_, output_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector4 DLL2SDK::UnityEngine::UnityEngine::Sprite::get_border_1929()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector4(*)(DLL2SDK::UnityEngine::UnityEngine::Sprite*)>(DLL2SDK::GameAssemblyBase + 0x4EAE008)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Sprite::INTERNAL_get_border_1930(DLL2SDK::UnityEngine::UnityEngine::Vector4* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Sprite*, DLL2SDK::UnityEngine::UnityEngine::Vector4*)>(DLL2SDK::GameAssemblyBase + 0x4EAE040)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture::_ctor_1762()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x4D65850)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Texture::get_masterTextureLimit_1763()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4D658F4)();
}
void DLL2SDK::UnityEngine::UnityEngine::Texture::set_masterTextureLimit_1764(int32_t value_)
{
return reinterpret_cast<void(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D65984)(value_);
}
DLL2SDK::UnityEngine::UnityEngine::AnisotropicFiltering DLL2SDK::UnityEngine::UnityEngine::Texture::get_anisotropicFiltering_1765()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnisotropicFiltering(*)()>(DLL2SDK::GameAssemblyBase + 0x4D65A1C)();
}
void DLL2SDK::UnityEngine::UnityEngine::Texture::set_anisotropicFiltering_1766(DLL2SDK::UnityEngine::UnityEngine::AnisotropicFiltering value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnisotropicFiltering)>(DLL2SDK::GameAssemblyBase + 0x4D65AAC)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture::SetGlobalAnisotropicFilteringLimits_1767(int32_t forcedMin_, int32_t globalMax_)
{
return reinterpret_cast<void(*)(int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D65B44)(forcedMin_, globalMax_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Texture::Internal_GetWidth_1768(DLL2SDK::UnityEngine::UnityEngine::Texture* t_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x4D65BE4)(t_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Texture::Internal_GetHeight_1769(DLL2SDK::UnityEngine::UnityEngine::Texture* t_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x4D65C7C)(t_);
}
DLL2SDK::UnityEngine::UnityEngine::Rendering::TextureDimension DLL2SDK::UnityEngine::UnityEngine::Texture::Internal_GetDimension_1770(DLL2SDK::UnityEngine::UnityEngine::Texture* t_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rendering::TextureDimension(*)(DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x4D65D14)(t_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Texture::get_width_1771()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Texture*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture::set_width_1772(int32_t value_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture*, int32_t, void*)>(Data.methodPtr)(this, value_, Data.method);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Texture::get_height_1773()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[6];
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Texture*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture::set_height_1774(int32_t value_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture*, int32_t, void*)>(Data.methodPtr)(this, value_, Data.method);
}
DLL2SDK::UnityEngine::UnityEngine::Rendering::TextureDimension DLL2SDK::UnityEngine::UnityEngine::Texture::get_dimension_1775()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[8];
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rendering::TextureDimension(*)(DLL2SDK::UnityEngine::UnityEngine::Texture*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture::set_dimension_1776(DLL2SDK::UnityEngine::UnityEngine::Rendering::TextureDimension value_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[9];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture*, DLL2SDK::UnityEngine::UnityEngine::Rendering::TextureDimension, void*)>(Data.methodPtr)(this, value_, Data.method);
}
DLL2SDK::UnityEngine::UnityEngine::FilterMode DLL2SDK::UnityEngine::UnityEngine::Texture::get_filterMode_1777()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::FilterMode(*)(DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x4D65FBC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture::set_filterMode_1778(DLL2SDK::UnityEngine::UnityEngine::FilterMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture*, DLL2SDK::UnityEngine::UnityEngine::FilterMode)>(DLL2SDK::GameAssemblyBase + 0x4D66054)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Texture::get_anisoLevel_1779()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x4D660F4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture::set_anisoLevel_1780(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D6618C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::TextureWrapMode DLL2SDK::UnityEngine::UnityEngine::Texture::get_wrapMode_1781()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::TextureWrapMode(*)(DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x4D6622C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture::set_wrapMode_1782(DLL2SDK::UnityEngine::UnityEngine::TextureWrapMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture*, DLL2SDK::UnityEngine::UnityEngine::TextureWrapMode)>(DLL2SDK::GameAssemblyBase + 0x4D662C4)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Texture::get_mipMapBias_1783()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x4D66364)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture::set_mipMapBias_1784(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture*, float)>(DLL2SDK::GameAssemblyBase + 0x4D663FC)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Texture::get_texelSize_1785()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x4D6649C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture::INTERNAL_get_texelSize_1786(DLL2SDK::UnityEngine::UnityEngine::Vector2* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture*, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4D664D8)(this, value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::Texture::GetNativeTexturePtr_1787()
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x4D66578)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture::INTERNAL_CALL_GetNativeTexturePtr_1788(DLL2SDK::UnityEngine::UnityEngine::Texture* self_, intptr_t* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture*, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x4D665A4)(self_, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Texture::GetNativeTextureID_1789()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x4D66644)(this);
}
uint64_t DLL2SDK::UnityEngine::UnityEngine::Texture::get_totalTextureMemory_1790()
{
return reinterpret_cast<uint64_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4D666DC)();
}
bool DLL2SDK::UnityEngine::UnityEngine::Texture::get_streamingUI_1791()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4D6676C)();
}
void DLL2SDK::UnityEngine::UnityEngine::Texture::set_streamingUI_1792(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x4D667FC)(value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Texture::get_streamingInterval_1793()
{
return reinterpret_cast<float(*)()>(DLL2SDK::GameAssemblyBase + 0x4D66894)();
}
void DLL2SDK::UnityEngine::UnityEngine::Texture::set_streamingInterval_1794(float value_)
{
return reinterpret_cast<void(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4D66924)(value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Texture::get_streamingWithSubProgram_1795()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4D669BC)();
}
void DLL2SDK::UnityEngine::UnityEngine::Texture::set_streamingWithSubProgram_1796(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x4D66A4C)(value_);
}
uint64_t DLL2SDK::UnityEngine::UnityEngine::Texture::get_desiredTextureMemory_1797()
{
return reinterpret_cast<uint64_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4D66AE4)();
}
uint64_t DLL2SDK::UnityEngine::UnityEngine::Texture::get_targetTextureMemory_1798()
{
return reinterpret_cast<uint64_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4D66B74)();
}
uint64_t DLL2SDK::UnityEngine::UnityEngine::Texture::get_currentTextureMemory_1799()
{
return reinterpret_cast<uint64_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4D66C04)();
}
uint64_t DLL2SDK::UnityEngine::UnityEngine::Texture::get_nonStreamingTextureMemory_1800()
{
return reinterpret_cast<uint64_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4D66C94)();
}
uint64_t DLL2SDK::UnityEngine::UnityEngine::Texture::get_streamingMipmapUploadCount_1801()
{
return reinterpret_cast<uint64_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4D66D24)();
}
uint64_t DLL2SDK::UnityEngine::UnityEngine::Texture::get_streamingRendererCount_1802()
{
return reinterpret_cast<uint64_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4D66DB4)();
}
uint64_t DLL2SDK::UnityEngine::UnityEngine::Texture::get_streamingTextureCount_1803()
{
return reinterpret_cast<uint64_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4D66E44)();
}
uint64_t DLL2SDK::UnityEngine::UnityEngine::Texture::get_nonStreamingTextureCount_1804()
{
return reinterpret_cast<uint64_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4D66ED4)();
}
uint64_t DLL2SDK::UnityEngine::UnityEngine::Texture::get_streamingTexturePendingLoadCount_1805()
{
return reinterpret_cast<uint64_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4D66F64)();
}
uint64_t DLL2SDK::UnityEngine::UnityEngine::Texture::get_streamingTextureLoadingCount_1806()
{
return reinterpret_cast<uint64_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4D66FF4)();
}
void DLL2SDK::UnityEngine::UnityEngine::Texture::SetStreamingTextureMaterialDebugProperties_1807()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4D67084)();
}
bool DLL2SDK::UnityEngine::UnityEngine::Texture::get_streamingTextureForceLoadAll_1808()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4D67114)();
}
void DLL2SDK::UnityEngine::UnityEngine::Texture::set_streamingTextureForceLoadAll_1809(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x4D671A4)(value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Texture::get_streamingTextureDiscardUnusedMips_1810()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4D6723C)();
}
void DLL2SDK::UnityEngine::UnityEngine::Texture::set_streamingTextureDiscardUnusedMips_1811(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x4D672CC)(value_);
}
DLL2SDK::UnityEngine::UnityEngine::UnityException* DLL2SDK::UnityEngine::UnityEngine::Texture::CreateNonReadableException_1812(DLL2SDK::UnityEngine::UnityEngine::Texture* t_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::UnityException*(*)(DLL2SDK::UnityEngine::UnityEngine::Texture*, DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x4D67364)(this, t_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Texture::get_isReadable_1813()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x4D674B8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Cubemap::_ctor_1858(int32_t size_, DLL2SDK::UnityEngine::UnityEngine::TextureFormat format_, bool mipmap_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Cubemap*, int32_t, DLL2SDK::UnityEngine::UnityEngine::TextureFormat, bool)>(DLL2SDK::GameAssemblyBase + 0x4DC950C)(this, size_, format_, mipmap_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color>* DLL2SDK::UnityEngine::UnityEngine::Cubemap::GetPixels_1859(DLL2SDK::UnityEngine::UnityEngine::CubemapFace face_, int32_t miplevel_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color>*(*)(DLL2SDK::UnityEngine::UnityEngine::Cubemap*, DLL2SDK::UnityEngine::UnityEngine::CubemapFace, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DC95FC)(this, face_, miplevel_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color>* DLL2SDK::UnityEngine::UnityEngine::Cubemap::GetPixels_1860(DLL2SDK::UnityEngine::UnityEngine::CubemapFace face_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color>*(*)(DLL2SDK::UnityEngine::UnityEngine::Cubemap*, DLL2SDK::UnityEngine::UnityEngine::CubemapFace)>(DLL2SDK::GameAssemblyBase + 0x4DC96A4)(this, face_);
}
void DLL2SDK::UnityEngine::UnityEngine::Cubemap::Internal_Create_1861(DLL2SDK::UnityEngine::UnityEngine::Cubemap* mono_, int32_t size_, DLL2SDK::UnityEngine::UnityEngine::TextureFormat format_, bool mipmap_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Cubemap*, int32_t, DLL2SDK::UnityEngine::UnityEngine::TextureFormat, bool)>(DLL2SDK::GameAssemblyBase + 0x4DC954C)(mono_, size_, format_, mipmap_);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture2D::_ctor_1814(int32_t width_, int32_t height_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D67550)(this, width_, height_);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture2D::_ctor_1815(int32_t width_, int32_t height_, DLL2SDK::UnityEngine::UnityEngine::TextureFormat format_, bool mipmap_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, int32_t, int32_t, DLL2SDK::UnityEngine::UnityEngine::TextureFormat, bool)>(DLL2SDK::GameAssemblyBase + 0x4D676E8)(this, width_, height_, format_, mipmap_);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture2D::_ctor_1816(int32_t width_, int32_t height_, DLL2SDK::UnityEngine::UnityEngine::TextureFormat format_, bool mipmap_, bool linear_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, int32_t, int32_t, DLL2SDK::UnityEngine::UnityEngine::TextureFormat, bool, bool)>(DLL2SDK::GameAssemblyBase + 0x4D677AC)(this, width_, height_, format_, mipmap_, linear_);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture2D::_ctor_1817(int32_t width_, int32_t height_, DLL2SDK::UnityEngine::UnityEngine::TextureFormat format_, bool mipmap_, bool linear_, intptr_t nativeTex_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, int32_t, int32_t, DLL2SDK::UnityEngine::UnityEngine::TextureFormat, bool, bool, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4D67878)(this, width_, height_, format_, mipmap_, linear_, nativeTex_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Texture2D::get_mipmapCount_1818()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*)>(DLL2SDK::GameAssemblyBase + 0x4D678C0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture2D::Internal_Create_1819(DLL2SDK::UnityEngine::UnityEngine::Texture2D* mono_, int32_t width_, int32_t height_, DLL2SDK::UnityEngine::UnityEngine::TextureFormat format_, bool mipmap_, bool linear_, intptr_t nativeTex_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, int32_t, int32_t, DLL2SDK::UnityEngine::UnityEngine::TextureFormat, bool, bool, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4D67618)(mono_, width_, height_, format_, mipmap_, linear_, nativeTex_);
}
DLL2SDK::UnityEngine::UnityEngine::Texture2D* DLL2SDK::UnityEngine::UnityEngine::Texture2D::CreateExternalTexture_1820(int32_t width_, int32_t height_, DLL2SDK::UnityEngine::UnityEngine::TextureFormat format_, bool mipmap_, bool linear_, intptr_t nativeTex_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Texture2D*(*)(int32_t, int32_t, DLL2SDK::UnityEngine::UnityEngine::TextureFormat, bool, bool, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4D67958)(width_, height_, format_, mipmap_, linear_, nativeTex_);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture2D::UpdateExternalTexture_1821(intptr_t nativeTex_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4D67A3C)(this, nativeTex_);
}
DLL2SDK::UnityEngine::UnityEngine::TextureFormat DLL2SDK::UnityEngine::UnityEngine::Texture2D::get_format_1822()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::TextureFormat(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*)>(DLL2SDK::GameAssemblyBase + 0x4D67ADC)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Texture2D* DLL2SDK::UnityEngine::UnityEngine::Texture2D::get_whiteTexture_1823()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Texture2D*(*)()>(DLL2SDK::GameAssemblyBase + 0x4D67B74)();
}
DLL2SDK::UnityEngine::UnityEngine::Texture2D* DLL2SDK::UnityEngine::UnityEngine::Texture2D::get_blackTexture_1824()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Texture2D*(*)()>(DLL2SDK::GameAssemblyBase + 0x4D67C04)();
}
void DLL2SDK::UnityEngine::UnityEngine::Texture2D::SetPixel_1825(int32_t x_, int32_t y_, DLL2SDK::UnityEngine::UnityEngine::Color color_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, int32_t, int32_t, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4D67C94)(this, x_, y_, color_);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture2D::INTERNAL_CALL_SetPixel_1826(DLL2SDK::UnityEngine::UnityEngine::Texture2D* self_, int32_t x_, int32_t y_, DLL2SDK::UnityEngine::UnityEngine::Color* color_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, int32_t, int32_t, DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4D67CE0)(self_, x_, y_, color_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Texture2D::GetPixel_1827(int32_t x_, int32_t y_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D67D90)(this, x_, y_);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture2D::INTERNAL_CALL_GetPixel_1828(DLL2SDK::UnityEngine::UnityEngine::Texture2D* self_, int32_t x_, int32_t y_, DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, int32_t, int32_t, DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4D67DC4)(self_, x_, y_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Texture2D::GetPixelBilinear_1829(float u_, float v_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, float, float)>(DLL2SDK::GameAssemblyBase + 0x4D67E74)(this, u_, v_);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture2D::INTERNAL_CALL_GetPixelBilinear_1830(DLL2SDK::UnityEngine::UnityEngine::Texture2D* self_, float u_, float v_, DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, float, float, DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4D67EA8)(self_, u_, v_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture2D::SetPixels_1831(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color>* colors_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color>*)>(DLL2SDK::GameAssemblyBase + 0x4D67F58)(this, colors_);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture2D::SetPixels_1832(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color>* colors_, int32_t miplevel_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color>*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D67F60)(this, colors_, miplevel_);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture2D::SetPixels_1833(int32_t x_, int32_t y_, int32_t blockWidth_, int32_t blockHeight_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color>* colors_, int32_t miplevel_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, int32_t, int32_t, int32_t, int32_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color>*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D67FE0)(this, x_, y_, blockWidth_, blockHeight_, colors_, miplevel_);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture2D::SetAllPixels32_1834(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color32>* colors_, int32_t miplevel_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color32>*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D68090)(this, colors_, miplevel_);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture2D::SetBlockOfPixels32_1835(int32_t x_, int32_t y_, int32_t blockWidth_, int32_t blockHeight_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color32>* colors_, int32_t miplevel_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, int32_t, int32_t, int32_t, int32_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color32>*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D68138)(this, x_, y_, blockWidth_, blockHeight_, colors_, miplevel_);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture2D::SetPixels32_1836(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color32>* colors_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color32>*)>(DLL2SDK::GameAssemblyBase + 0x4D681E8)(this, colors_);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture2D::SetPixels32_1837(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color32>* colors_, int32_t miplevel_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color32>*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D681F0)(this, colors_, miplevel_);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture2D::SetPixels32_1838(int32_t x_, int32_t y_, int32_t blockWidth_, int32_t blockHeight_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color32>* colors_, int32_t miplevel_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, int32_t, int32_t, int32_t, int32_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color32>*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D681F4)(this, x_, y_, blockWidth_, blockHeight_, colors_, miplevel_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Texture2D::LoadImage_1839(DLL2SDK::Array<uint8_t>* data_, bool markNonReadable_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, DLL2SDK::Array<uint8_t>*, bool)>(DLL2SDK::GameAssemblyBase + 0x4D68220)(this, data_, markNonReadable_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Texture2D::LoadImage_1840(DLL2SDK::Array<uint8_t>* data_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, DLL2SDK::Array<uint8_t>*)>(DLL2SDK::GameAssemblyBase + 0x4D682C8)(this, data_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color>* DLL2SDK::UnityEngine::UnityEngine::Texture2D::GetPixels_1841()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color>*(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*)>(DLL2SDK::GameAssemblyBase + 0x4D682D0)(this);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color>* DLL2SDK::UnityEngine::UnityEngine::Texture2D::GetPixels_1842(int32_t miplevel_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color>*(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D682D8)(this, miplevel_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color>* DLL2SDK::UnityEngine::UnityEngine::Texture2D::GetPixels_1843(int32_t x_, int32_t y_, int32_t blockWidth_, int32_t blockHeight_, int32_t miplevel_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color>*(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, int32_t, int32_t, int32_t, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D68350)(this, x_, y_, blockWidth_, blockHeight_, miplevel_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color32>* DLL2SDK::UnityEngine::UnityEngine::Texture2D::GetPixels32_1844(int32_t miplevel_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color32>*(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D68400)(this, miplevel_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color32>* DLL2SDK::UnityEngine::UnityEngine::Texture2D::GetPixels32_1845()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color32>*(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*)>(DLL2SDK::GameAssemblyBase + 0x4D684A0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture2D::Apply_1846(bool updateMipmaps_, bool makeNoLongerReadable_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, bool, bool)>(DLL2SDK::GameAssemblyBase + 0x4D684A8)(this, updateMipmaps_, makeNoLongerReadable_);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture2D::Apply_1847()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*)>(DLL2SDK::GameAssemblyBase + 0x4D68550)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture2D::ApplyRect_1848(int32_t x_, int32_t y_, int32_t width_, int32_t height_, bool updateMipmaps_, bool makeNoLongerReadable_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, int32_t, int32_t, int32_t, int32_t, bool, bool)>(DLL2SDK::GameAssemblyBase + 0x4D6855C)(this, x_, y_, width_, height_, updateMipmaps_, makeNoLongerReadable_);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture2D::ApplyRect_1849(int32_t x_, int32_t y_, int32_t width_, int32_t height_, bool updateMipmaps_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, int32_t, int32_t, int32_t, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x4D68630)(this, x_, y_, width_, height_, updateMipmaps_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Rect>* DLL2SDK::UnityEngine::UnityEngine::Texture2D::PackTextures_1850(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Texture2D*>* textures_, int32_t padding_, int32_t maximumAtlasSize_, bool makeNoLongerReadable_, bool squareAtlas_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Rect>*(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Texture2D*>*, int32_t, int32_t, bool, bool)>(DLL2SDK::GameAssemblyBase + 0x4D6865C)(this, textures_, padding_, maximumAtlasSize_, makeNoLongerReadable_, squareAtlas_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Rect>* DLL2SDK::UnityEngine::UnityEngine::Texture2D::PackTextures_1851(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Texture2D*>* textures_, int32_t padding_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Rect>*(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Texture2D*>*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D68724)(this, textures_, padding_);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture2D::ReadPixels_1852(DLL2SDK::UnityEngine::UnityEngine::Rect source_, int32_t destX_, int32_t destY_, bool recalculateMipMaps_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, DLL2SDK::UnityEngine::UnityEngine::Rect, int32_t, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x4D6874C)(this, source_, destX_, destY_, recalculateMipMaps_);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture2D::ReadPixels_1853(DLL2SDK::UnityEngine::UnityEngine::Rect source_, int32_t destX_, int32_t destY_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, DLL2SDK::UnityEngine::UnityEngine::Rect, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D6884C)(this, source_, destX_, destY_);
}
void DLL2SDK::UnityEngine::UnityEngine::Texture2D::INTERNAL_CALL_ReadPixels_1854(DLL2SDK::UnityEngine::UnityEngine::Texture2D* self_, DLL2SDK::UnityEngine::UnityEngine::Rect* source_, int32_t destX_, int32_t destY_, bool recalculateMipMaps_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, DLL2SDK::UnityEngine::UnityEngine::Rect*, int32_t, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x4D68794)(self_, source_, destX_, destY_, recalculateMipMaps_);
}
DLL2SDK::Array<uint8_t>* DLL2SDK::UnityEngine::UnityEngine::Texture2D::EncodeToPNG_1855()
{
return reinterpret_cast<DLL2SDK::Array<uint8_t>*(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*)>(DLL2SDK::GameAssemblyBase + 0x4D6888C)(this);
}
DLL2SDK::Array<uint8_t>* DLL2SDK::UnityEngine::UnityEngine::Texture2D::EncodeToJPG_1856(int32_t quality_)
{
return reinterpret_cast<DLL2SDK::Array<uint8_t>*(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D68924)(this, quality_);
}
DLL2SDK::Array<uint8_t>* DLL2SDK::UnityEngine::UnityEngine::Texture2D::EncodeToJPG_1857()
{
return reinterpret_cast<DLL2SDK::Array<uint8_t>*(*)(DLL2SDK::UnityEngine::UnityEngine::Texture2D*)>(DLL2SDK::GameAssemblyBase + 0x4D689C4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::PlayerConnectionInternal::_ctor_1759()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::PlayerConnectionInternal*)>(DLL2SDK::GameAssemblyBase + 0x4AE0928)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::PlayerConnectionInternal::UnityEngine_IPlayerEditorConnectionNative_SendMessage_1760(DLL2SDK::mscorlib::System::Guid messageId_, DLL2SDK::Array<uint8_t>* data_, int32_t playerId_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::PlayerConnectionInternal*, DLL2SDK::mscorlib::System::Guid, DLL2SDK::Array<uint8_t>*, int32_t, void*)>(Data.methodPtr)(this, messageId_, data_, playerId_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::PlayerConnectionInternal::SendMessage_1761(DLL2SDK::mscorlib::System::String* messageId_, DLL2SDK::Array<uint8_t>* data_, int32_t playerId_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::Array<uint8_t>*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AEC88C)(messageId_, data_, playerId_);
}
void DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard::_ctor_1740(DLL2SDK::mscorlib::System::String* text_, DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboardType keyboardType_, bool autocorrection_, bool multiline_, bool secure_, bool alert_, DLL2SDK::mscorlib::System::String* textPlaceholder_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboardType, bool, bool, bool, bool, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4D69574)(this, text_, keyboardType_, autocorrection_, multiline_, secure_, alert_, textPlaceholder_);
}
void DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard::Destroy_1741()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard*)>(DLL2SDK::GameAssemblyBase + 0x4D697D4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard::Finalize_1742()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[1];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard::TouchScreenKeyboard_InternalConstructorHelper_1743(DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard_InternalConstructorHelperArguments* arguments_, DLL2SDK::mscorlib::System::String* text_, DLL2SDK::mscorlib::System::String* textPlaceholder_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard*, DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard_InternalConstructorHelperArguments*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4D69724)(this, arguments_, text_, textPlaceholder_);
}
bool DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard::get_isSupported_1744()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4D698D0)();
}
DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard* DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard::Open_1745(DLL2SDK::mscorlib::System::String* text_, DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboardType keyboardType_, bool autocorrection_, bool multiline_, bool secure_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard*(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboardType, bool, bool, bool)>(DLL2SDK::GameAssemblyBase + 0x4D69940)(text_, keyboardType_, autocorrection_, multiline_, secure_);
}
DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard* DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard::Open_1746(DLL2SDK::mscorlib::System::String* text_, DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboardType keyboardType_, bool autocorrection_, bool multiline_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard*(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboardType, bool, bool)>(DLL2SDK::GameAssemblyBase + 0x4D69ADC)(text_, keyboardType_, autocorrection_, multiline_);
}
DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard* DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard::Open_1747(DLL2SDK::mscorlib::System::String* text_, DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboardType keyboardType_, bool autocorrection_, bool multiline_, bool secure_, bool alert_, DLL2SDK::mscorlib::System::String* textPlaceholder_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard*(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboardType, bool, bool, bool, bool, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4D699F8)(text_, keyboardType_, autocorrection_, multiline_, secure_, alert_, textPlaceholder_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard::get_text_1748()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard*)>(DLL2SDK::GameAssemblyBase + 0x4D69B90)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard::set_text_1749(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4D69C28)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard::set_hideInput_1750(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x4D69CC8)(value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard::get_active_1751()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard*)>(DLL2SDK::GameAssemblyBase + 0x4D69D60)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard::set_active_1752(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard*, bool)>(DLL2SDK::GameAssemblyBase + 0x4D69DF8)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard::get_done_1753()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard*)>(DLL2SDK::GameAssemblyBase + 0x4D69E98)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard::get_wasCanceled_1754()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard*)>(DLL2SDK::GameAssemblyBase + 0x4D69F30)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard::get_canGetSelection_1755()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard*)>(DLL2SDK::GameAssemblyBase + 0x4D69FC8)(this);
}
DLL2SDK::UnityEngine::UnityEngine::RangeInt DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard::get_selection_1756()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RangeInt(*)(DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard*)>(DLL2SDK::GameAssemblyBase + 0x4D6A060)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard::GetSelectionInternal_1757(int32_t* start_, int32_t* length_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TouchScreenKeyboard*, int32_t*, int32_t*)>(DLL2SDK::GameAssemblyBase + 0x4D6A0A0)(this, start_, length_);
}
void DLL2SDK::UnityEngine::UnityEngine::Keyframe::_ctor_1701(float time_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Keyframe*, float, float)>(DLL2SDK::GameAssemblyBase + 0x4732A10)(this, time_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Keyframe::_ctor_1702(float time_, float value_, float inTangent_, float outTangent_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Keyframe*, float, float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4732A34)(this, time_, value_, inTangent_, outTangent_);
}
float DLL2SDK::UnityEngine::UnityEngine::Keyframe::get_time_1703()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Keyframe*)>(DLL2SDK::GameAssemblyBase + 0x4732A50)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Keyframe::set_time_1704(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Keyframe*, float)>(DLL2SDK::GameAssemblyBase + 0x4732A60)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Keyframe::get_value_1705()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Keyframe*)>(DLL2SDK::GameAssemblyBase + 0x4732A70)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Keyframe::set_value_1706(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Keyframe*, float)>(DLL2SDK::GameAssemblyBase + 0x4732A80)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Keyframe::get_inTangent_1707()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Keyframe*)>(DLL2SDK::GameAssemblyBase + 0x4732A90)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Keyframe::set_inTangent_1708(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Keyframe*, float)>(DLL2SDK::GameAssemblyBase + 0x4732AA0)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Keyframe::get_outTangent_1709()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Keyframe*)>(DLL2SDK::GameAssemblyBase + 0x4732AB0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Keyframe::set_outTangent_1710(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Keyframe*, float)>(DLL2SDK::GameAssemblyBase + 0x4732AC0)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Keyframe::get_tangentMode_1711()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Keyframe*)>(DLL2SDK::GameAssemblyBase + 0x4732AC8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Keyframe::set_tangentMode_1712(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Keyframe*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4732AD4)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Mathf::ClosestPowerOfTwo_1644(int32_t value_)
{
return reinterpret_cast<int32_t(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AD6D30)(value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::GammaToLinearSpace_1645(float value_)
{
return reinterpret_cast<float(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4AD6DC8)(value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::LinearToGammaSpace_1646(float value_)
{
return reinterpret_cast<float(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4AD6E60)(value_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Mathf::CorrelatedColorTemperatureToRGB_1647(float kelvin_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4AD6EF8)(kelvin_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mathf::INTERNAL_CALL_CorrelatedColorTemperatureToRGB_1648(float kelvin_, DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(float, DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4AD6FBC)(kelvin_, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Mathf::IsPowerOfTwo_1649(int32_t value_)
{
return reinterpret_cast<bool(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AD705C)(value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Mathf::NextPowerOfTwo_1650(int32_t value_)
{
return reinterpret_cast<int32_t(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AD70F4)(value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::PerlinNoise_1651(float x_, float y_)
{
return reinterpret_cast<float(*)(float, float)>(DLL2SDK::GameAssemblyBase + 0x4AD718C)(x_, y_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::Sin_1652(float f_)
{
return reinterpret_cast<float(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4AD722C)(f_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::Cos_1653(float f_)
{
return reinterpret_cast<float(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4AD7254)(f_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::Tan_1654(float f_)
{
return reinterpret_cast<float(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4AD727C)(f_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::Asin_1655(float f_)
{
return reinterpret_cast<float(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4AD72A4)(f_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::Acos_1656(float f_)
{
return reinterpret_cast<float(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4AD72CC)(f_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::AcosSafe_1657(float f_)
{
return reinterpret_cast<float(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4AD72F4)(f_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::Atan_1658(float f_)
{
return reinterpret_cast<float(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4AD7404)(f_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::Atan2_1659(float y_, float x_)
{
return reinterpret_cast<float(*)(float, float)>(DLL2SDK::GameAssemblyBase + 0x4AD742C)(y_, x_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::Sqrt_1660(float f_)
{
return reinterpret_cast<float(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4AD7460)(f_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::Abs_1661(float f_)
{
return reinterpret_cast<float(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4AD7480)(f_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Mathf::Abs_1662(int32_t value_)
{
return reinterpret_cast<int32_t(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AD748C)(value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::Min_1663(float a_, float b_)
{
return reinterpret_cast<float(*)(float, float)>(DLL2SDK::GameAssemblyBase + 0x4AD749C)(a_, b_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::Min_1664(DLL2SDK::Array<float>* values_)
{
return reinterpret_cast<float(*)(DLL2SDK::Array<float>*)>(DLL2SDK::GameAssemblyBase + 0x4AD74B8)(values_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Mathf::Min_1665(int32_t a_, int32_t b_)
{
return reinterpret_cast<int32_t(*)(int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AD7570)(a_, b_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Mathf::Min_1666(DLL2SDK::Array<int32_t>* values_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::Array<int32_t>*)>(DLL2SDK::GameAssemblyBase + 0x4AD7580)(values_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::Max_1667(float a_, float b_)
{
return reinterpret_cast<float(*)(float, float)>(DLL2SDK::GameAssemblyBase + 0x4AD7620)(a_, b_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::Max_1668(DLL2SDK::Array<float>* values_)
{
return reinterpret_cast<float(*)(DLL2SDK::Array<float>*)>(DLL2SDK::GameAssemblyBase + 0x4AD763C)(values_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Mathf::Max_1669(int32_t a_, int32_t b_)
{
return reinterpret_cast<int32_t(*)(int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AD76F4)(a_, b_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Mathf::Max_1670(DLL2SDK::Array<int32_t>* values_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::Array<int32_t>*)>(DLL2SDK::GameAssemblyBase + 0x4AD7704)(values_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::Pow_1671(float f_, float p_)
{
return reinterpret_cast<float(*)(float, float)>(DLL2SDK::GameAssemblyBase + 0x4AD77A4)(f_, p_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::Exp_1672(float power_)
{
return reinterpret_cast<float(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4AD77D8)(power_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::Log_1673(float f_, float p_)
{
return reinterpret_cast<float(*)(float, float)>(DLL2SDK::GameAssemblyBase + 0x4AD7800)(f_, p_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::Log_1674(float f_)
{
return reinterpret_cast<float(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4AD784C)(f_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::Log10_1675(float f_)
{
return reinterpret_cast<float(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4AD7874)(f_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::Ceil_1676(float f_)
{
return reinterpret_cast<float(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4AD789C)(f_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::Floor_1677(float f_)
{
return reinterpret_cast<float(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4AD78A4)(f_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::Round_1678(float f_)
{
return reinterpret_cast<float(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4AD78AC)(f_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Mathf::CeilToInt_1679(float f_)
{
return reinterpret_cast<int32_t(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4AD7974)(f_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Mathf::FloorToInt_1680(float f_)
{
return reinterpret_cast<int32_t(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4AD7994)(f_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Mathf::RoundToInt_1681(float f_)
{
return reinterpret_cast<int32_t(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4AD79B4)(f_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::Sign_1682(float f_)
{
return reinterpret_cast<float(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4AD7A7C)(f_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::Clamp_1683(float value_, float min_, float max_)
{
return reinterpret_cast<float(*)(float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4AD73D4)(value_, min_, max_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Mathf::Clamp_1684(int32_t value_, int32_t min_, int32_t max_)
{
return reinterpret_cast<int32_t(*)(int32_t, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AD7A9C)(value_, min_, max_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::Clamp01_1685(float value_)
{
return reinterpret_cast<float(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4AD7AB8)(value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::Lerp_1686(float a_, float b_, float t_)
{
return reinterpret_cast<float(*)(float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4AD7AEC)(a_, b_, t_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::LerpUnclamped_1687(float a_, float b_, float t_)
{
return reinterpret_cast<float(*)(float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4AD7BD8)(a_, b_, t_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::LerpAngle_1688(float a_, float b_, float t_)
{
return reinterpret_cast<float(*)(float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4AD7BF8)(a_, b_, t_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::MoveTowards_1689(float current_, float target_, float maxDelta_)
{
return reinterpret_cast<float(*)(float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4AD7E0C)(current_, target_, maxDelta_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::MoveTowardsAngle_1690(float current_, float target_, float maxDelta_)
{
return reinterpret_cast<float(*)(float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4AD7F24)(current_, target_, maxDelta_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::SmoothStep_1691(float from_, float to_, float t_)
{
return reinterpret_cast<float(*)(float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4AD8138)(from_, to_, t_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Mathf::Approximately_1692(float a_, float b_)
{
return reinterpret_cast<bool(*)(float, float)>(DLL2SDK::GameAssemblyBase + 0x4AD824C)(a_, b_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::SmoothDamp_1693(float current_, float target_, float* currentVelocity_, float smoothTime_)
{
return reinterpret_cast<float(*)(float, float, float*, float)>(DLL2SDK::GameAssemblyBase + 0x4AD8360)(current_, target_, currentVelocity_, smoothTime_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::SmoothDamp_1694(float current_, float target_, float* currentVelocity_, float smoothTime_, float maxSpeed_, float deltaTime_)
{
return reinterpret_cast<float(*)(float, float, float*, float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4AD844C)(current_, target_, currentVelocity_, smoothTime_, maxSpeed_, deltaTime_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::SmoothDampAngle_1695(float current_, float target_, float* currentVelocity_, float smoothTime_)
{
return reinterpret_cast<float(*)(float, float, float*, float)>(DLL2SDK::GameAssemblyBase + 0x4AD85F8)(current_, target_, currentVelocity_, smoothTime_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::SmoothDampAngle_1696(float current_, float target_, float* currentVelocity_, float smoothTime_, float maxSpeed_, float deltaTime_)
{
return reinterpret_cast<float(*)(float, float, float*, float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4AD86E4)(current_, target_, currentVelocity_, smoothTime_, maxSpeed_, deltaTime_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::Repeat_1697(float t_, float length_)
{
return reinterpret_cast<float(*)(float, float)>(DLL2SDK::GameAssemblyBase + 0x4AD7D44)(t_, length_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::InverseLerp_1698(float a_, float b_, float value_)
{
return reinterpret_cast<float(*)(float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4AD87D4)(a_, b_, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Mathf::DeltaAngle_1699(float current_, float target_)
{
return reinterpret_cast<float(*)(float, float)>(DLL2SDK::GameAssemblyBase + 0x4AD8054)(current_, target_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mathf::_cctor_1700()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4AD88C4)();
}
void DLL2SDK::UnityEngine::UnityEngine::Bounds::_ctor_1615(DLL2SDK::UnityEngine::UnityEngine::Vector3 center_, DLL2SDK::UnityEngine::UnityEngine::Vector3 size_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Bounds*, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4646194)(this, center_, size_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Bounds::Internal_Contains_1616(DLL2SDK::UnityEngine::UnityEngine::Bounds m_, DLL2SDK::UnityEngine::UnityEngine::Vector3 point_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Bounds, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x46461F4)(m_, point_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Bounds::INTERNAL_CALL_Internal_Contains_1617(DLL2SDK::UnityEngine::UnityEngine::Bounds* m_, DLL2SDK::UnityEngine::UnityEngine::Vector3* point_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Bounds*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4646244)(m_, point_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Bounds::Contains_1618(DLL2SDK::UnityEngine::UnityEngine::Vector3 point_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Bounds*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4646324)(this, point_);
}
float DLL2SDK::UnityEngine::UnityEngine::Bounds::Internal_SqrDistance_1619(DLL2SDK::UnityEngine::UnityEngine::Bounds m_, DLL2SDK::UnityEngine::UnityEngine::Vector3 point_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Bounds, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4646368)(m_, point_);
}
float DLL2SDK::UnityEngine::UnityEngine::Bounds::INTERNAL_CALL_Internal_SqrDistance_1620(DLL2SDK::UnityEngine::UnityEngine::Bounds* m_, DLL2SDK::UnityEngine::UnityEngine::Vector3* point_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Bounds*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x46463B8)(m_, point_);
}
float DLL2SDK::UnityEngine::UnityEngine::Bounds::SqrDistance_1621(DLL2SDK::UnityEngine::UnityEngine::Vector3 point_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Bounds*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4646498)(this, point_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Bounds::Internal_IntersectRay_1622(DLL2SDK::UnityEngine::UnityEngine::Ray* ray_, DLL2SDK::UnityEngine::UnityEngine::Bounds* bounds_, float* distance_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Ray*, DLL2SDK::UnityEngine::UnityEngine::Bounds*, float*)>(DLL2SDK::GameAssemblyBase + 0x46464DC)(ray_, bounds_, distance_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Bounds::INTERNAL_CALL_Internal_IntersectRay_1623(DLL2SDK::UnityEngine::UnityEngine::Ray* ray_, DLL2SDK::UnityEngine::UnityEngine::Bounds* bounds_, float* distance_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Ray*, DLL2SDK::UnityEngine::UnityEngine::Bounds*, float*)>(DLL2SDK::GameAssemblyBase + 0x46464F4)(ray_, bounds_, distance_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Bounds::IntersectRay_1624(DLL2SDK::UnityEngine::UnityEngine::Ray ray_, float* distance_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Bounds*, DLL2SDK::UnityEngine::UnityEngine::Ray, float*)>(DLL2SDK::GameAssemblyBase + 0x46465E8)(this, ray_, distance_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Bounds::GetHashCode_1625()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Bounds*)>(DLL2SDK::GameAssemblyBase + 0x46466C4)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Bounds::Equals_1626(DLL2SDK::mscorlib::System::Object* other_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Bounds*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x46468C4)(this, other_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Bounds::get_center_1627()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Bounds*)>(DLL2SDK::GameAssemblyBase + 0x46468CC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Bounds::set_center_1628(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Bounds*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x46468E8)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Bounds::get_size_1629()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Bounds*)>(DLL2SDK::GameAssemblyBase + 0x4646940)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Bounds::set_size_1630(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Bounds*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x46469E0)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Bounds::get_extents_1631()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Bounds*)>(DLL2SDK::GameAssemblyBase + 0x4646A34)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Bounds::set_extents_1632(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Bounds*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4646A54)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Bounds::get_min_1633()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Bounds*)>(DLL2SDK::GameAssemblyBase + 0x4646AB4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Bounds::set_min_1634(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Bounds*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4646C6C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Bounds::get_max_1635()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Bounds*)>(DLL2SDK::GameAssemblyBase + 0x4646C88)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Bounds::set_max_1636(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Bounds*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4646D3C)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Bounds::op_Equality_1637(DLL2SDK::UnityEngine::UnityEngine::Bounds lhs_, DLL2SDK::UnityEngine::UnityEngine::Bounds rhs_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Bounds, DLL2SDK::UnityEngine::UnityEngine::Bounds)>(DLL2SDK::GameAssemblyBase + 0x4646D58)(lhs_, rhs_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Bounds::op_Inequality_1638(DLL2SDK::UnityEngine::UnityEngine::Bounds lhs_, DLL2SDK::UnityEngine::UnityEngine::Bounds rhs_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Bounds, DLL2SDK::UnityEngine::UnityEngine::Bounds)>(DLL2SDK::GameAssemblyBase + 0x4646DC4)(lhs_, rhs_);
}
void DLL2SDK::UnityEngine::UnityEngine::Bounds::SetMinMax_1639(DLL2SDK::UnityEngine::UnityEngine::Vector3 min_, DLL2SDK::UnityEngine::UnityEngine::Vector3 max_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Bounds*, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4646E1C)(this, min_, max_);
}
void DLL2SDK::UnityEngine::UnityEngine::Bounds::Encapsulate_1640(DLL2SDK::UnityEngine::UnityEngine::Vector3 point_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Bounds*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4646F24)(this, point_);
}
void DLL2SDK::UnityEngine::UnityEngine::Bounds::Encapsulate_1641(DLL2SDK::UnityEngine::UnityEngine::Bounds bounds_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Bounds*, DLL2SDK::UnityEngine::UnityEngine::Bounds)>(DLL2SDK::GameAssemblyBase + 0x4646FD8)(this, bounds_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Bounds::Intersects_1642(DLL2SDK::UnityEngine::UnityEngine::Bounds bounds_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Bounds*, DLL2SDK::UnityEngine::UnityEngine::Bounds)>(DLL2SDK::GameAssemblyBase + 0x46472E4)(this, bounds_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Bounds::ToString_1643()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Bounds*)>(DLL2SDK::GameAssemblyBase + 0x46474CC)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Rendering::GraphicsSettings::get_lightsUseLinearIntensity_1486()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4E9C79C)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::CfmOcclusionCulling::SimpllyCallNative_1469()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x464E780)();
}
void DLL2SDK::UnityEngine::UnityEngine::CfmOcclusionCulling::ProduceRemovedTileidToTmpBuffer_1470(DLL2SDK::Array<int32_t>* tileids_, int32_t n_)
{
return reinterpret_cast<void(*)(DLL2SDK::Array<int32_t>*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x464E810)(tileids_, n_);
}
void DLL2SDK::UnityEngine::UnityEngine::CfmOcclusionCulling::ProduceOccluderToTmpBuffer_1471(int32_t tileid_, int32_t nOccluder_, DLL2SDK::Array<int32_t>* eachOccluderPolyCnts_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector4>* eachOccluderAabb_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>* eachOccluderAabbCenter_, DLL2SDK::Array<int32_t>* eachPolyPtCnts_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>* normalForEachPoly_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>* polyCenters_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>* points_, DLL2SDK::Array<int32_t>* IsOnContour_)
{
return reinterpret_cast<void(*)(int32_t, int32_t, DLL2SDK::Array<int32_t>*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector4>*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>*, DLL2SDK::Array<int32_t>*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>*, DLL2SDK::Array<int32_t>*)>(DLL2SDK::GameAssemblyBase + 0x464E8B0)(tileid_, nOccluder_, eachOccluderPolyCnts_, eachOccluderAabb_, eachOccluderAabbCenter_, eachPolyPtCnts_, normalForEachPoly_, polyCenters_, points_, IsOnContour_);
}
void DLL2SDK::UnityEngine::UnityEngine::CfmOcclusionCulling::ProduceHeightMapToTmpBuffer_1472(float unitlen_, float xoffsetAddl2W_, float zoffsetAddl2W_, int32_t xsize_, int32_t zsize_, DLL2SDK::Array<int16_t>* heightmap_)
{
return reinterpret_cast<void(*)(float, float, float, int32_t, int32_t, DLL2SDK::Array<int16_t>*)>(DLL2SDK::GameAssemblyBase + 0x464E9AC)(unitlen_, xoffsetAddl2W_, zoffsetAddl2W_, xsize_, zsize_, heightmap_);
}
void DLL2SDK::UnityEngine::UnityEngine::CfmOcclusionCulling::ProduceCmdCleanAllData_1473()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x464EA70)();
}
void DLL2SDK::UnityEngine::UnityEngine::CfmOcclusionCulling::GetBufferDebugData_1474(int32_t* nTileidRemoverBuffer_, int32_t* nOccluderAddBuffer_, int32_t* nMainBuffer_, int32_t* srStepDebugNumber_, int32_t* srStepInPolygonDebugNumber_)
{
return reinterpret_cast<void(*)(int32_t*, int32_t*, int32_t*, int32_t*, int32_t*)>(DLL2SDK::GameAssemblyBase + 0x464EB00)(nTileidRemoverBuffer_, nOccluderAddBuffer_, nMainBuffer_, srStepDebugNumber_, srStepInPolygonDebugNumber_);
}
void DLL2SDK::UnityEngine::UnityEngine::CfmOcclusionCulling::FillDebugData_1475(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color>* outputRGBAbuf_)
{
return reinterpret_cast<void(*)(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color>*)>(DLL2SDK::GameAssemblyBase + 0x464EBB8)(outputRGBAbuf_);
}
void DLL2SDK::UnityEngine::UnityEngine::CfmOcclusionCulling::FillOccluderDebugData_1476(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>* occluderCenters_, int32_t* n_)
{
return reinterpret_cast<void(*)(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>*, int32_t*)>(DLL2SDK::GameAssemblyBase + 0x464EC50)(occluderCenters_, n_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::CfmOcclusionCulling::GetSftWidth_1477()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x464ECF0)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::CfmOcclusionCulling::GetSftHeight_1478()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x464ED80)();
}
void DLL2SDK::UnityEngine::UnityEngine::CfmOcclusionCulling::SetMaxSqr2Cmas_1479(uint32_t newMaxSqr2Cmas_)
{
return reinterpret_cast<void(*)(uint32_t)>(DLL2SDK::GameAssemblyBase + 0x464EE10)(newMaxSqr2Cmas_);
}
void DLL2SDK::UnityEngine::UnityEngine::CfmOcclusionCulling::SetWorldOriginShift_1480(DLL2SDK::UnityEngine::UnityEngine::Vector3 shiftVector_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x464EEA8)(shiftVector_);
}
void DLL2SDK::UnityEngine::UnityEngine::CfmOcclusionCulling::INTERNAL_CALL_SetWorldOriginShift_1481(DLL2SDK::UnityEngine::UnityEngine::Vector3* shiftVector_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x464EEC8)(shiftVector_);
}
void DLL2SDK::UnityEngine::UnityEngine::CfmOcclusionCulling::AddDynamicObjectOccluderData_1482(DLL2SDK::UnityEngine::UnityEngine::Vector3 normal_, DLL2SDK::UnityEngine::UnityEngine::Vector3 center_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>* points_, DLL2SDK::Array<int32_t>* isOnConcaveContours_, uint32_t gameObjectId_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector4>* aabb_, DLL2SDK::UnityEngine::UnityEngine::Vector3 aabbCenter_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>*, DLL2SDK::Array<int32_t>*, uint32_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector4>*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x464EF60)(normal_, center_, points_, isOnConcaveContours_, gameObjectId_, aabb_, aabbCenter_);
}
void DLL2SDK::UnityEngine::UnityEngine::CfmOcclusionCulling::INTERNAL_CALL_AddDynamicObjectOccluderData_1483(DLL2SDK::UnityEngine::UnityEngine::Vector3* normal_, DLL2SDK::UnityEngine::UnityEngine::Vector3* center_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>* points_, DLL2SDK::Array<int32_t>* isOnConcaveContours_, uint32_t gameObjectId_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector4>* aabb_, DLL2SDK::UnityEngine::UnityEngine::Vector3* aabbCenter_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>*, DLL2SDK::Array<int32_t>*, uint32_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector4>*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x464EFD0)(normal_, center_, points_, isOnConcaveContours_, gameObjectId_, aabb_, aabbCenter_);
}
bool DLL2SDK::UnityEngine::UnityEngine::CfmOcclusionCulling::RemoveDynamicObjectOccluderData_1484(uint32_t gameObjectId_)
{
return reinterpret_cast<bool(*)(uint32_t)>(DLL2SDK::GameAssemblyBase + 0x464F0A0)(gameObjectId_);
}
void DLL2SDK::UnityEngine::UnityEngine::CfmOcclusionCulling::ClearAllDynamicObjectOccluderData_1485()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x464F138)();
}
void DLL2SDK::UnityEngine::UnityEngine::Random::_ctor_1455()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Random*)>(DLL2SDK::GameAssemblyBase + 0x4AF029C)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Random::get_seed_1456()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4AF02A4)();
}
void DLL2SDK::UnityEngine::UnityEngine::Random::set_seed_1457(int32_t value_)
{
return reinterpret_cast<void(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AF0334)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Random::InitState_1458(int32_t seed_)
{
return reinterpret_cast<void(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AF03CC)(seed_);
}
float DLL2SDK::UnityEngine::UnityEngine::Random::Range_1459(float min_, float max_)
{
return reinterpret_cast<float(*)(float, float)>(DLL2SDK::GameAssemblyBase + 0x4AF0464)(min_, max_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Random::Range_1460(int32_t min_, int32_t max_)
{
return reinterpret_cast<int32_t(*)(int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AF0504)(min_, max_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Random::RandomRangeInt_1461(int32_t min_, int32_t max_)
{
return reinterpret_cast<int32_t(*)(int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AF0508)(min_, max_);
}
float DLL2SDK::UnityEngine::UnityEngine::Random::get_value_1462()
{
return reinterpret_cast<float(*)()>(DLL2SDK::GameAssemblyBase + 0x4AF05A8)();
}
void DLL2SDK::UnityEngine::UnityEngine::Random::GetRandomUnitCircle_1463(DLL2SDK::UnityEngine::UnityEngine::Vector2* output_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4AF0638)(output_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Random::get_insideUnitCircle_1464()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)()>(DLL2SDK::GameAssemblyBase + 0x4AF06D0)();
}
DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::UnityEngine::UnityEngine::Random::get_rotation_1465()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Quaternion(*)()>(DLL2SDK::GameAssemblyBase + 0x4AF0704)();
}
void DLL2SDK::UnityEngine::UnityEngine::Random::INTERNAL_get_rotation_1466(DLL2SDK::UnityEngine::UnityEngine::Quaternion* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4AF0738)(value_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Random::ColorHSV_1467()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)()>(DLL2SDK::GameAssemblyBase + 0x4AF07D0)();
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Random::ColorHSV_1468(float hueMin_, float hueMax_, float saturationMin_, float saturationMax_, float valueMin_, float valueMax_, float alphaMin_, float alphaMax_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(float, float, float, float, float, float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4AF082C)(hueMin_, hueMax_, saturationMin_, saturationMax_, valueMin_, valueMax_, alphaMin_, alphaMax_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::TextAsset::get_text_1452()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::TextAsset*)>(DLL2SDK::GameAssemblyBase + 0x4D5E7CC)(this);
}
DLL2SDK::Array<uint8_t>* DLL2SDK::UnityEngine::UnityEngine::TextAsset::get_bytes_1453()
{
return reinterpret_cast<DLL2SDK::Array<uint8_t>*(*)(DLL2SDK::UnityEngine::UnityEngine::TextAsset*)>(DLL2SDK::GameAssemblyBase + 0x4D5E864)(this);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::TextAsset::ToString_1454()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[3];
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::TextAsset*, void*)>(Data.methodPtr)(this, Data.method);
}
uint8_t DLL2SDK::UnityEngine::UnityEngine::WWWTranscoder::Hex2Byte_1448(DLL2SDK::Array<uint8_t>* b_, int32_t offset_)
{
return reinterpret_cast<uint8_t(*)(DLL2SDK::Array<uint8_t>*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D7699C)(b_, offset_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::WWWTranscoder::URLDecode_1449(DLL2SDK::mscorlib::System::String* toEncode_, DLL2SDK::mscorlib::System::Text::Encoding* e_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::Text::Encoding*)>(DLL2SDK::GameAssemblyBase + 0x4D76608)(toEncode_, e_);
}
DLL2SDK::Array<uint8_t>* DLL2SDK::UnityEngine::UnityEngine::WWWTranscoder::Decode_1450(DLL2SDK::Array<uint8_t>* input_, uint8_t escapeChar_, uint8_t space_)
{
return reinterpret_cast<DLL2SDK::Array<uint8_t>*(*)(DLL2SDK::Array<uint8_t>*, uint8_t, uint8_t)>(DLL2SDK::GameAssemblyBase + 0x4D76A5C)(input_, escapeChar_, space_);
}
void DLL2SDK::UnityEngine::UnityEngine::WWWTranscoder::_cctor_1451()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4D76D74)();
}
void DLL2SDK::UnityEngine::UnityEngine::WWW::_ctor_1437(DLL2SDK::mscorlib::System::String* url_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WWW*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4D76274)(this, url_);
}
void DLL2SDK::UnityEngine::UnityEngine::WWW::Dispose_1438()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WWW*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::WWW::Finalize_1439()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[1];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WWW*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::WWW::DestroyWWW_1440(bool cancel_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WWW*, bool)>(DLL2SDK::GameAssemblyBase + 0x4D76364)(this, cancel_);
}
void DLL2SDK::UnityEngine::UnityEngine::WWW::InitWWW_1441(DLL2SDK::mscorlib::System::String* url_, DLL2SDK::Array<uint8_t>* postData_, DLL2SDK::Array<DLL2SDK::mscorlib::System::String*>* iHeaders_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WWW*, DLL2SDK::mscorlib::System::String*, DLL2SDK::Array<uint8_t>*, DLL2SDK::Array<DLL2SDK::mscorlib::System::String*>*)>(DLL2SDK::GameAssemblyBase + 0x4D762AC)(this, url_, postData_, iHeaders_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::WWW::UnEscapeURL_1442(DLL2SDK::mscorlib::System::String* s_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4D7646C)(s_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::WWW::UnEscapeURL_1443(DLL2SDK::mscorlib::System::String* s_, DLL2SDK::mscorlib::System::Text::Encoding* e_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::Text::Encoding*)>(DLL2SDK::GameAssemblyBase + 0x4D7651C)(s_, e_);
}
DLL2SDK::mscorlib::System::Text::Encoding* DLL2SDK::UnityEngine::UnityEngine::WWW::get_DefaultEncoding_1444()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Text::Encoding*(*)()>(DLL2SDK::GameAssemblyBase + 0x4D76734)();
}
DLL2SDK::Array<uint8_t>* DLL2SDK::UnityEngine::UnityEngine::WWW::get_bytes_1445()
{
return reinterpret_cast<DLL2SDK::Array<uint8_t>*(*)(DLL2SDK::UnityEngine::UnityEngine::WWW*)>(DLL2SDK::GameAssemblyBase + 0x4D767D4)(this);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::WWW::get_error_1446()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::WWW*)>(DLL2SDK::GameAssemblyBase + 0x4D7686C)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::WWW::get_isDone_1447()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::WWW*)>(DLL2SDK::GameAssemblyBase + 0x4D76904)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::_ctor_1251()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJNI*)>(DLL2SDK::GameAssemblyBase + 0x462CF68)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::AttachCurrentThread_1252()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x462CF70)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::DetachCurrentThread_1253()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x462D000)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetVersion_1254()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x462D090)();
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::FindClass_1255(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x462D120)(name_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_FindClass_1256(DLL2SDK::mscorlib::System::String* name_, intptr_t* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x462D148)(name_, value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::FromReflectedMethod_1257(intptr_t refMethod_)
{
return reinterpret_cast<intptr_t(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x462D1E8)(refMethod_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_FromReflectedMethod_1258(intptr_t refMethod_, intptr_t* value_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x462D210)(refMethod_, value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::FromReflectedField_1259(intptr_t refField_)
{
return reinterpret_cast<intptr_t(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x462D2B0)(refField_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_FromReflectedField_1260(intptr_t refField_, intptr_t* value_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x462D2D8)(refField_, value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::ToReflectedMethod_1261(intptr_t clazz_, intptr_t methodID_, bool isStatic_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, intptr_t, bool)>(DLL2SDK::GameAssemblyBase + 0x462D378)(clazz_, methodID_, isStatic_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_ToReflectedMethod_1262(intptr_t clazz_, intptr_t methodID_, bool isStatic_, intptr_t* value_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, bool, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x462D3A4)(clazz_, methodID_, isStatic_, value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::ToReflectedField_1263(intptr_t clazz_, intptr_t fieldID_, bool isStatic_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, intptr_t, bool)>(DLL2SDK::GameAssemblyBase + 0x462D454)(clazz_, fieldID_, isStatic_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_ToReflectedField_1264(intptr_t clazz_, intptr_t fieldID_, bool isStatic_, intptr_t* value_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, bool, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x462D480)(clazz_, fieldID_, isStatic_, value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetSuperclass_1265(intptr_t clazz_)
{
return reinterpret_cast<intptr_t(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x462D530)(clazz_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_GetSuperclass_1266(intptr_t clazz_, intptr_t* value_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x462D558)(clazz_, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::IsAssignableFrom_1267(intptr_t clazz1_, intptr_t clazz2_)
{
return reinterpret_cast<bool(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x462D5F8)(clazz1_, clazz2_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::Throw_1268(intptr_t obj_)
{
return reinterpret_cast<int32_t(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x462D698)(obj_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::ThrowNew_1269(intptr_t clazz_, DLL2SDK::mscorlib::System::String* message_)
{
return reinterpret_cast<int32_t(*)(intptr_t, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x462D730)(clazz_, message_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::ExceptionOccurred_1270()
{
return reinterpret_cast<intptr_t(*)()>(DLL2SDK::GameAssemblyBase + 0x462D7D0)();
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_ExceptionOccurred_1271(intptr_t* value_)
{
return reinterpret_cast<void(*)(intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x462D7F8)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::ExceptionDescribe_1272()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x462D890)();
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::ExceptionClear_1273()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x462D920)();
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::FatalError_1274(DLL2SDK::mscorlib::System::String* message_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x462D9B0)(message_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::PushLocalFrame_1275(int32_t capacity_)
{
return reinterpret_cast<int32_t(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x462DA48)(capacity_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::PopLocalFrame_1276(intptr_t ptr_)
{
return reinterpret_cast<intptr_t(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x462DAE0)(ptr_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_PopLocalFrame_1277(intptr_t ptr_, intptr_t* value_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x462DB08)(ptr_, value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::NewGlobalRef_1278(intptr_t obj_)
{
return reinterpret_cast<intptr_t(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x462DBA8)(obj_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_NewGlobalRef_1279(intptr_t obj_, intptr_t* value_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x462DBD0)(obj_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::DeleteGlobalRef_1280(intptr_t obj_)
{
return reinterpret_cast<void(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x462DC70)(obj_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::NewLocalRef_1281(intptr_t obj_)
{
return reinterpret_cast<intptr_t(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x462211C)(obj_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_NewLocalRef_1282(intptr_t obj_, intptr_t* value_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x462DD08)(obj_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::DeleteLocalRef_1283(intptr_t obj_)
{
return reinterpret_cast<void(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x462DDA8)(obj_);
}
bool DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::IsSameObject_1284(intptr_t obj1_, intptr_t obj2_)
{
return reinterpret_cast<bool(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x462DE40)(obj1_, obj2_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::EnsureLocalCapacity_1285(int32_t capacity_)
{
return reinterpret_cast<int32_t(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x462DEE0)(capacity_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::AllocObject_1286(intptr_t clazz_)
{
return reinterpret_cast<intptr_t(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x462DF78)(clazz_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_AllocObject_1287(intptr_t clazz_, intptr_t* value_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x462DFA0)(clazz_, value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::NewObject_1288(intptr_t clazz_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x462E040)(clazz_, methodID_, args_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_NewObject_1289(intptr_t clazz_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_, intptr_t* value_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x462E06C)(clazz_, methodID_, args_, value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetObjectClass_1290(intptr_t obj_)
{
return reinterpret_cast<intptr_t(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x462E11C)(obj_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_GetObjectClass_1291(intptr_t obj_, intptr_t* value_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x462E144)(obj_, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::IsInstanceOf_1292(intptr_t obj_, intptr_t clazz_)
{
return reinterpret_cast<bool(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x462E1E4)(obj_, clazz_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetMethodID_1293(intptr_t clazz_, DLL2SDK::mscorlib::System::String* name_, DLL2SDK::mscorlib::System::String* sig_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x462E284)(clazz_, name_, sig_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_GetMethodID_1294(intptr_t clazz_, DLL2SDK::mscorlib::System::String* name_, DLL2SDK::mscorlib::System::String* sig_, intptr_t* value_)
{
return reinterpret_cast<void(*)(intptr_t, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x462E2B0)(clazz_, name_, sig_, value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetFieldID_1295(intptr_t clazz_, DLL2SDK::mscorlib::System::String* name_, DLL2SDK::mscorlib::System::String* sig_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x462E360)(clazz_, name_, sig_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_GetFieldID_1296(intptr_t clazz_, DLL2SDK::mscorlib::System::String* name_, DLL2SDK::mscorlib::System::String* sig_, intptr_t* value_)
{
return reinterpret_cast<void(*)(intptr_t, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x462E38C)(clazz_, name_, sig_, value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetStaticMethodID_1297(intptr_t clazz_, DLL2SDK::mscorlib::System::String* name_, DLL2SDK::mscorlib::System::String* sig_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x462E43C)(clazz_, name_, sig_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_GetStaticMethodID_1298(intptr_t clazz_, DLL2SDK::mscorlib::System::String* name_, DLL2SDK::mscorlib::System::String* sig_, intptr_t* value_)
{
return reinterpret_cast<void(*)(intptr_t, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x462E468)(clazz_, name_, sig_, value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetStaticFieldID_1299(intptr_t clazz_, DLL2SDK::mscorlib::System::String* name_, DLL2SDK::mscorlib::System::String* sig_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x462E518)(clazz_, name_, sig_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_GetStaticFieldID_1300(intptr_t clazz_, DLL2SDK::mscorlib::System::String* name_, DLL2SDK::mscorlib::System::String* sig_, intptr_t* value_)
{
return reinterpret_cast<void(*)(intptr_t, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x462E544)(clazz_, name_, sig_, value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::NewStringUTF_1301(DLL2SDK::mscorlib::System::String* bytes_)
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x462E5F4)(bytes_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_NewStringUTF_1302(DLL2SDK::mscorlib::System::String* bytes_, intptr_t* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x462E61C)(bytes_, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetStringUTFLength_1303(intptr_t str_)
{
return reinterpret_cast<int32_t(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x462E6BC)(str_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetStringUTFChars_1304(intptr_t str_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4622074)(str_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::CallStringMethod_1305(intptr_t obj_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x462E754)(obj_, methodID_, args_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::CallObjectMethod_1306(intptr_t obj_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x462E7FC)(obj_, methodID_, args_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_CallObjectMethod_1307(intptr_t obj_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_, intptr_t* value_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x462E828)(obj_, methodID_, args_, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::CallIntMethod_1308(intptr_t obj_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<int32_t(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x462E8D8)(obj_, methodID_, args_);
}
bool DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::CallBooleanMethod_1309(intptr_t obj_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<bool(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x462E980)(obj_, methodID_, args_);
}
int16_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::CallShortMethod_1310(intptr_t obj_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<int16_t(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x462EA28)(obj_, methodID_, args_);
}
uint8_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::CallByteMethod_1311(intptr_t obj_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<uint8_t(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x462EAD0)(obj_, methodID_, args_);
}
wchar_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::CallCharMethod_1312(intptr_t obj_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<wchar_t(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x462EB78)(obj_, methodID_, args_);
}
float DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::CallFloatMethod_1313(intptr_t obj_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<float(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x462EC20)(obj_, methodID_, args_);
}
double DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::CallDoubleMethod_1314(intptr_t obj_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<double(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x462ECC8)(obj_, methodID_, args_);
}
int64_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::CallLongMethod_1315(intptr_t obj_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<int64_t(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x462ED70)(obj_, methodID_, args_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::CallVoidMethod_1316(intptr_t obj_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x462EE18)(obj_, methodID_, args_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetStringField_1317(intptr_t obj_, intptr_t fieldID_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x462EEC0)(obj_, fieldID_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetObjectField_1318(intptr_t obj_, intptr_t fieldID_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x462EF60)(obj_, fieldID_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_GetObjectField_1319(intptr_t obj_, intptr_t fieldID_, intptr_t* value_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x462EF88)(obj_, fieldID_, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetBooleanField_1320(intptr_t obj_, intptr_t fieldID_)
{
return reinterpret_cast<bool(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x462F030)(obj_, fieldID_);
}
uint8_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetByteField_1321(intptr_t obj_, intptr_t fieldID_)
{
return reinterpret_cast<uint8_t(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x462F0D0)(obj_, fieldID_);
}
wchar_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetCharField_1322(intptr_t obj_, intptr_t fieldID_)
{
return reinterpret_cast<wchar_t(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x462F170)(obj_, fieldID_);
}
int16_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetShortField_1323(intptr_t obj_, intptr_t fieldID_)
{
return reinterpret_cast<int16_t(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x462F210)(obj_, fieldID_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetIntField_1324(intptr_t obj_, intptr_t fieldID_)
{
return reinterpret_cast<int32_t(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x462F2B0)(obj_, fieldID_);
}
int64_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetLongField_1325(intptr_t obj_, intptr_t fieldID_)
{
return reinterpret_cast<int64_t(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x462F350)(obj_, fieldID_);
}
float DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetFloatField_1326(intptr_t obj_, intptr_t fieldID_)
{
return reinterpret_cast<float(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x462F3F0)(obj_, fieldID_);
}
double DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetDoubleField_1327(intptr_t obj_, intptr_t fieldID_)
{
return reinterpret_cast<double(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x462F490)(obj_, fieldID_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::SetStringField_1328(intptr_t obj_, intptr_t fieldID_, DLL2SDK::mscorlib::System::String* val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x462F530)(obj_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::SetObjectField_1329(intptr_t obj_, intptr_t fieldID_, intptr_t val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x462F5D8)(obj_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::SetBooleanField_1330(intptr_t obj_, intptr_t fieldID_, bool val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, bool)>(DLL2SDK::GameAssemblyBase + 0x462F680)(obj_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::SetByteField_1331(intptr_t obj_, intptr_t fieldID_, uint8_t val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, uint8_t)>(DLL2SDK::GameAssemblyBase + 0x462F728)(obj_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::SetCharField_1332(intptr_t obj_, intptr_t fieldID_, wchar_t val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, wchar_t)>(DLL2SDK::GameAssemblyBase + 0x462F7D0)(obj_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::SetShortField_1333(intptr_t obj_, intptr_t fieldID_, int16_t val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, int16_t)>(DLL2SDK::GameAssemblyBase + 0x462F878)(obj_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::SetIntField_1334(intptr_t obj_, intptr_t fieldID_, int32_t val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x462F920)(obj_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::SetLongField_1335(intptr_t obj_, intptr_t fieldID_, int64_t val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, int64_t)>(DLL2SDK::GameAssemblyBase + 0x462F9C8)(obj_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::SetFloatField_1336(intptr_t obj_, intptr_t fieldID_, float val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, float)>(DLL2SDK::GameAssemblyBase + 0x462FA78)(obj_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::SetDoubleField_1337(intptr_t obj_, intptr_t fieldID_, double val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, double)>(DLL2SDK::GameAssemblyBase + 0x462FB20)(obj_, fieldID_, val_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::CallStaticStringMethod_1338(intptr_t clazz_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x462FBD0)(clazz_, methodID_, args_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::CallStaticObjectMethod_1339(intptr_t clazz_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x462FC78)(clazz_, methodID_, args_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_CallStaticObjectMethod_1340(intptr_t clazz_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_, intptr_t* value_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x462FCA4)(clazz_, methodID_, args_, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::CallStaticIntMethod_1341(intptr_t clazz_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<int32_t(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x462FD54)(clazz_, methodID_, args_);
}
bool DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::CallStaticBooleanMethod_1342(intptr_t clazz_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<bool(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x462FDFC)(clazz_, methodID_, args_);
}
int16_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::CallStaticShortMethod_1343(intptr_t clazz_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<int16_t(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x462FEA4)(clazz_, methodID_, args_);
}
uint8_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::CallStaticByteMethod_1344(intptr_t clazz_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<uint8_t(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x462FF4C)(clazz_, methodID_, args_);
}
wchar_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::CallStaticCharMethod_1345(intptr_t clazz_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<wchar_t(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x462FFF4)(clazz_, methodID_, args_);
}
float DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::CallStaticFloatMethod_1346(intptr_t clazz_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<float(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x463009C)(clazz_, methodID_, args_);
}
double DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::CallStaticDoubleMethod_1347(intptr_t clazz_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<double(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x4630144)(clazz_, methodID_, args_);
}
int64_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::CallStaticLongMethod_1348(intptr_t clazz_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<int64_t(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x46301EC)(clazz_, methodID_, args_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::CallStaticVoidMethod_1349(intptr_t clazz_, intptr_t methodID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* args_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x4630294)(clazz_, methodID_, args_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetStaticStringField_1350(intptr_t clazz_, intptr_t fieldID_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x463033C)(clazz_, fieldID_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetStaticObjectField_1351(intptr_t clazz_, intptr_t fieldID_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x46303DC)(clazz_, fieldID_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_GetStaticObjectField_1352(intptr_t clazz_, intptr_t fieldID_, intptr_t* value_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x4630404)(clazz_, fieldID_, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetStaticBooleanField_1353(intptr_t clazz_, intptr_t fieldID_)
{
return reinterpret_cast<bool(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x46304AC)(clazz_, fieldID_);
}
uint8_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetStaticByteField_1354(intptr_t clazz_, intptr_t fieldID_)
{
return reinterpret_cast<uint8_t(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x463054C)(clazz_, fieldID_);
}
wchar_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetStaticCharField_1355(intptr_t clazz_, intptr_t fieldID_)
{
return reinterpret_cast<wchar_t(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x46305EC)(clazz_, fieldID_);
}
int16_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetStaticShortField_1356(intptr_t clazz_, intptr_t fieldID_)
{
return reinterpret_cast<int16_t(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x463068C)(clazz_, fieldID_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetStaticIntField_1357(intptr_t clazz_, intptr_t fieldID_)
{
return reinterpret_cast<int32_t(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x463072C)(clazz_, fieldID_);
}
int64_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetStaticLongField_1358(intptr_t clazz_, intptr_t fieldID_)
{
return reinterpret_cast<int64_t(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x46307CC)(clazz_, fieldID_);
}
float DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetStaticFloatField_1359(intptr_t clazz_, intptr_t fieldID_)
{
return reinterpret_cast<float(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x463086C)(clazz_, fieldID_);
}
double DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetStaticDoubleField_1360(intptr_t clazz_, intptr_t fieldID_)
{
return reinterpret_cast<double(*)(intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x463090C)(clazz_, fieldID_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::SetStaticStringField_1361(intptr_t clazz_, intptr_t fieldID_, DLL2SDK::mscorlib::System::String* val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x46309AC)(clazz_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::SetStaticObjectField_1362(intptr_t clazz_, intptr_t fieldID_, intptr_t val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4630A54)(clazz_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::SetStaticBooleanField_1363(intptr_t clazz_, intptr_t fieldID_, bool val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, bool)>(DLL2SDK::GameAssemblyBase + 0x4630AFC)(clazz_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::SetStaticByteField_1364(intptr_t clazz_, intptr_t fieldID_, uint8_t val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, uint8_t)>(DLL2SDK::GameAssemblyBase + 0x4630BA4)(clazz_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::SetStaticCharField_1365(intptr_t clazz_, intptr_t fieldID_, wchar_t val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, wchar_t)>(DLL2SDK::GameAssemblyBase + 0x4630C4C)(clazz_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::SetStaticShortField_1366(intptr_t clazz_, intptr_t fieldID_, int16_t val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, int16_t)>(DLL2SDK::GameAssemblyBase + 0x4630CF4)(clazz_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::SetStaticIntField_1367(intptr_t clazz_, intptr_t fieldID_, int32_t val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4630D9C)(clazz_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::SetStaticLongField_1368(intptr_t clazz_, intptr_t fieldID_, int64_t val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, int64_t)>(DLL2SDK::GameAssemblyBase + 0x4630E44)(clazz_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::SetStaticFloatField_1369(intptr_t clazz_, intptr_t fieldID_, float val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, float)>(DLL2SDK::GameAssemblyBase + 0x4630EF4)(clazz_, fieldID_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::SetStaticDoubleField_1370(intptr_t clazz_, intptr_t fieldID_, double val_)
{
return reinterpret_cast<void(*)(intptr_t, intptr_t, double)>(DLL2SDK::GameAssemblyBase + 0x4630F9C)(clazz_, fieldID_, val_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::ToBooleanArray_1371(DLL2SDK::Array<bool>* array_)
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::Array<bool>*)>(DLL2SDK::GameAssemblyBase + 0x463104C)(array_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_ToBooleanArray_1372(DLL2SDK::Array<bool>* array_, intptr_t* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::Array<bool>*, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x4631074)(array_, value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::ToByteArray_1373(DLL2SDK::Array<uint8_t>* array_)
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::Array<uint8_t>*)>(DLL2SDK::GameAssemblyBase + 0x4631114)(array_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_ToByteArray_1374(DLL2SDK::Array<uint8_t>* array_, intptr_t* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::Array<uint8_t>*, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x463113C)(array_, value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::ToCharArray_1375(DLL2SDK::Array<wchar_t>* array_)
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::Array<wchar_t>*)>(DLL2SDK::GameAssemblyBase + 0x46311DC)(array_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_ToCharArray_1376(DLL2SDK::Array<wchar_t>* array_, intptr_t* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::Array<wchar_t>*, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x4631204)(array_, value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::ToShortArray_1377(DLL2SDK::Array<int16_t>* array_)
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::Array<int16_t>*)>(DLL2SDK::GameAssemblyBase + 0x46312A4)(array_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_ToShortArray_1378(DLL2SDK::Array<int16_t>* array_, intptr_t* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::Array<int16_t>*, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x46312CC)(array_, value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::ToIntArray_1379(DLL2SDK::Array<int32_t>* array_)
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::Array<int32_t>*)>(DLL2SDK::GameAssemblyBase + 0x463136C)(array_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_ToIntArray_1380(DLL2SDK::Array<int32_t>* array_, intptr_t* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::Array<int32_t>*, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x4631394)(array_, value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::ToLongArray_1381(DLL2SDK::Array<int64_t>* array_)
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::Array<int64_t>*)>(DLL2SDK::GameAssemblyBase + 0x4631434)(array_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_ToLongArray_1382(DLL2SDK::Array<int64_t>* array_, intptr_t* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::Array<int64_t>*, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x463145C)(array_, value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::ToFloatArray_1383(DLL2SDK::Array<float>* array_)
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::Array<float>*)>(DLL2SDK::GameAssemblyBase + 0x46314FC)(array_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_ToFloatArray_1384(DLL2SDK::Array<float>* array_, intptr_t* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::Array<float>*, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x4631524)(array_, value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::ToDoubleArray_1385(DLL2SDK::Array<double>* array_)
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::Array<double>*)>(DLL2SDK::GameAssemblyBase + 0x46315C4)(array_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_ToDoubleArray_1386(DLL2SDK::Array<double>* array_, intptr_t* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::Array<double>*, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x46315EC)(array_, value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::ToObjectArray_1387(DLL2SDK::Array<intptr_t>* array_, intptr_t arrayClass_)
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::Array<intptr_t>*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x463168C)(array_, arrayClass_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_ToObjectArray_1388(DLL2SDK::Array<intptr_t>* array_, intptr_t arrayClass_, intptr_t* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::Array<intptr_t>*, intptr_t, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x46316B4)(array_, arrayClass_, value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::ToObjectArray_1389(DLL2SDK::Array<intptr_t>* array_)
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::Array<intptr_t>*)>(DLL2SDK::GameAssemblyBase + 0x463175C)(array_);
}
DLL2SDK::Array<bool>* DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::FromBooleanArray_1390(intptr_t array_)
{
return reinterpret_cast<DLL2SDK::Array<bool>*(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4631800)(array_);
}
DLL2SDK::Array<uint8_t>* DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::FromByteArray_1391(intptr_t array_)
{
return reinterpret_cast<DLL2SDK::Array<uint8_t>*(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4631898)(array_);
}
DLL2SDK::Array<wchar_t>* DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::FromCharArray_1392(intptr_t array_)
{
return reinterpret_cast<DLL2SDK::Array<wchar_t>*(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4631930)(array_);
}
DLL2SDK::Array<int16_t>* DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::FromShortArray_1393(intptr_t array_)
{
return reinterpret_cast<DLL2SDK::Array<int16_t>*(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x46319C8)(array_);
}
DLL2SDK::Array<int32_t>* DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::FromIntArray_1394(intptr_t array_)
{
return reinterpret_cast<DLL2SDK::Array<int32_t>*(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4631A60)(array_);
}
DLL2SDK::Array<int64_t>* DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::FromLongArray_1395(intptr_t array_)
{
return reinterpret_cast<DLL2SDK::Array<int64_t>*(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4631AF8)(array_);
}
DLL2SDK::Array<float>* DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::FromFloatArray_1396(intptr_t array_)
{
return reinterpret_cast<DLL2SDK::Array<float>*(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4631B90)(array_);
}
DLL2SDK::Array<double>* DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::FromDoubleArray_1397(intptr_t array_)
{
return reinterpret_cast<DLL2SDK::Array<double>*(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4631C28)(array_);
}
DLL2SDK::Array<intptr_t>* DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::FromObjectArray_1398(intptr_t array_)
{
return reinterpret_cast<DLL2SDK::Array<intptr_t>*(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4631CC0)(array_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetArrayLength_1399(intptr_t array_)
{
return reinterpret_cast<int32_t(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4631D58)(array_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::NewBooleanArray_1400(int32_t size_)
{
return reinterpret_cast<intptr_t(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4631DF0)(size_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_NewBooleanArray_1401(int32_t size_, intptr_t* value_)
{
return reinterpret_cast<void(*)(int32_t, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x4631E18)(size_, value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::NewByteArray_1402(int32_t size_)
{
return reinterpret_cast<intptr_t(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4631EB8)(size_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_NewByteArray_1403(int32_t size_, intptr_t* value_)
{
return reinterpret_cast<void(*)(int32_t, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x4631EE0)(size_, value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::NewCharArray_1404(int32_t size_)
{
return reinterpret_cast<intptr_t(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4631F80)(size_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_NewCharArray_1405(int32_t size_, intptr_t* value_)
{
return reinterpret_cast<void(*)(int32_t, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x4631FA8)(size_, value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::NewShortArray_1406(int32_t size_)
{
return reinterpret_cast<intptr_t(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4632048)(size_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_NewShortArray_1407(int32_t size_, intptr_t* value_)
{
return reinterpret_cast<void(*)(int32_t, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x4632070)(size_, value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::NewIntArray_1408(int32_t size_)
{
return reinterpret_cast<intptr_t(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4632110)(size_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_NewIntArray_1409(int32_t size_, intptr_t* value_)
{
return reinterpret_cast<void(*)(int32_t, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x4632138)(size_, value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::NewLongArray_1410(int32_t size_)
{
return reinterpret_cast<intptr_t(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x46321D8)(size_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_NewLongArray_1411(int32_t size_, intptr_t* value_)
{
return reinterpret_cast<void(*)(int32_t, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x4632200)(size_, value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::NewFloatArray_1412(int32_t size_)
{
return reinterpret_cast<intptr_t(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x46322A0)(size_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_NewFloatArray_1413(int32_t size_, intptr_t* value_)
{
return reinterpret_cast<void(*)(int32_t, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x46322C8)(size_, value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::NewDoubleArray_1414(int32_t size_)
{
return reinterpret_cast<intptr_t(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4632368)(size_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_NewDoubleArray_1415(int32_t size_, intptr_t* value_)
{
return reinterpret_cast<void(*)(int32_t, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x4632390)(size_, value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::NewObjectArray_1416(int32_t size_, intptr_t clazz_, intptr_t obj_)
{
return reinterpret_cast<intptr_t(*)(int32_t, intptr_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x462620C)(size_, clazz_, obj_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_NewObjectArray_1417(int32_t size_, intptr_t clazz_, intptr_t obj_, intptr_t* value_)
{
return reinterpret_cast<void(*)(int32_t, intptr_t, intptr_t, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x4632430)(size_, clazz_, obj_, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetBooleanArrayElement_1418(intptr_t array_, int32_t index_)
{
return reinterpret_cast<bool(*)(intptr_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x46324E0)(array_, index_);
}
uint8_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetByteArrayElement_1419(intptr_t array_, int32_t index_)
{
return reinterpret_cast<uint8_t(*)(intptr_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4632580)(array_, index_);
}
wchar_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetCharArrayElement_1420(intptr_t array_, int32_t index_)
{
return reinterpret_cast<wchar_t(*)(intptr_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4632620)(array_, index_);
}
int16_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetShortArrayElement_1421(intptr_t array_, int32_t index_)
{
return reinterpret_cast<int16_t(*)(intptr_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x46326C0)(array_, index_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetIntArrayElement_1422(intptr_t array_, int32_t index_)
{
return reinterpret_cast<int32_t(*)(intptr_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4632760)(array_, index_);
}
int64_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetLongArrayElement_1423(intptr_t array_, int32_t index_)
{
return reinterpret_cast<int64_t(*)(intptr_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4632800)(array_, index_);
}
float DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetFloatArrayElement_1424(intptr_t array_, int32_t index_)
{
return reinterpret_cast<float(*)(intptr_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x46328A0)(array_, index_);
}
double DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetDoubleArrayElement_1425(intptr_t array_, int32_t index_)
{
return reinterpret_cast<double(*)(intptr_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4632940)(array_, index_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::GetObjectArrayElement_1426(intptr_t array_, int32_t index_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x46329E0)(array_, index_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::INTERNAL_CALL_GetObjectArrayElement_1427(intptr_t array_, int32_t index_, intptr_t* value_)
{
return reinterpret_cast<void(*)(intptr_t, int32_t, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x4632A08)(array_, index_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::SetBooleanArrayElement_1428(intptr_t array_, int32_t index_, uint8_t val_)
{
return reinterpret_cast<void(*)(intptr_t, int32_t, uint8_t)>(DLL2SDK::GameAssemblyBase + 0x4632AB0)(array_, index_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::SetByteArrayElement_1429(intptr_t array_, int32_t index_, int8_t val_)
{
return reinterpret_cast<void(*)(intptr_t, int32_t, int8_t)>(DLL2SDK::GameAssemblyBase + 0x4632B58)(array_, index_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::SetCharArrayElement_1430(intptr_t array_, int32_t index_, wchar_t val_)
{
return reinterpret_cast<void(*)(intptr_t, int32_t, wchar_t)>(DLL2SDK::GameAssemblyBase + 0x4632C00)(array_, index_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::SetShortArrayElement_1431(intptr_t array_, int32_t index_, int16_t val_)
{
return reinterpret_cast<void(*)(intptr_t, int32_t, int16_t)>(DLL2SDK::GameAssemblyBase + 0x4632CA8)(array_, index_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::SetIntArrayElement_1432(intptr_t array_, int32_t index_, int32_t val_)
{
return reinterpret_cast<void(*)(intptr_t, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4632D50)(array_, index_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::SetLongArrayElement_1433(intptr_t array_, int32_t index_, int64_t val_)
{
return reinterpret_cast<void(*)(intptr_t, int32_t, int64_t)>(DLL2SDK::GameAssemblyBase + 0x4632DF8)(array_, index_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::SetFloatArrayElement_1434(intptr_t array_, int32_t index_, float val_)
{
return reinterpret_cast<void(*)(intptr_t, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4632EA8)(array_, index_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::SetDoubleArrayElement_1435(intptr_t array_, int32_t index_, double val_)
{
return reinterpret_cast<void(*)(intptr_t, int32_t, double)>(DLL2SDK::GameAssemblyBase + 0x4632F50)(array_, index_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNI::SetObjectArrayElement_1436(intptr_t array_, int32_t index_, intptr_t obj_)
{
return reinterpret_cast<void(*)(intptr_t, int32_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4626238)(array_, index_, obj_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNIHelper::_ctor_1226()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJNIHelper*)>(DLL2SDK::GameAssemblyBase + 0x4633000)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::AndroidJNIHelper::get_debug_1227()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4633008)();
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNIHelper::set_debug_1228(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x4633098)(value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNIHelper::GetConstructorID_1229(intptr_t javaClass_)
{
return reinterpret_cast<intptr_t(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4633130)(javaClass_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNIHelper::GetConstructorID_1230(intptr_t javaClass_, DLL2SDK::mscorlib::System::String* signature_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x46264A4)(javaClass_, signature_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNIHelper::GetMethodID_1231(intptr_t javaClass_, DLL2SDK::mscorlib::System::String* methodName_, DLL2SDK::mscorlib::System::String* signature_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x46331B4)(javaClass_, methodName_, signature_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNIHelper::GetMethodID_1232(intptr_t javaClass_, DLL2SDK::mscorlib::System::String* methodName_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x46331D4)(javaClass_, methodName_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNIHelper::GetMethodID_1233(intptr_t javaClass_, DLL2SDK::mscorlib::System::String* methodName_, DLL2SDK::mscorlib::System::String* signature_, bool isStatic_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*, bool)>(DLL2SDK::GameAssemblyBase + 0x46264E4)(javaClass_, methodName_, signature_, isStatic_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNIHelper::GetFieldID_1234(intptr_t javaClass_, DLL2SDK::mscorlib::System::String* fieldName_, DLL2SDK::mscorlib::System::String* signature_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4633270)(javaClass_, fieldName_, signature_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNIHelper::GetFieldID_1235(intptr_t javaClass_, DLL2SDK::mscorlib::System::String* fieldName_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x46332B0)(javaClass_, fieldName_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNIHelper::GetFieldID_1236(intptr_t javaClass_, DLL2SDK::mscorlib::System::String* fieldName_, DLL2SDK::mscorlib::System::String* signature_, bool isStatic_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*, bool)>(DLL2SDK::GameAssemblyBase + 0x4633290)(javaClass_, fieldName_, signature_, isStatic_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNIHelper::CreateJavaRunnable_1237(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaRunnable* jrunnable_)
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaRunnable*)>(DLL2SDK::GameAssemblyBase + 0x462359C)(jrunnable_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNIHelper::CreateJavaProxy_1238(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaProxy* proxy_)
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaProxy*)>(DLL2SDK::GameAssemblyBase + 0x4621B18)(proxy_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNIHelper::INTERNAL_CALL_CreateJavaProxy_1239(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaProxy* proxy_, intptr_t* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaProxy*, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x463334C)(proxy_, value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNIHelper::ConvertToJNIArray_1240(DLL2SDK::mscorlib::System::Array* array_)
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::mscorlib::System::Array*)>(DLL2SDK::GameAssemblyBase + 0x46333EC)(array_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* DLL2SDK::UnityEngine::UnityEngine::AndroidJNIHelper::CreateJNIArgArray_1241(DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>* args_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*(*)(DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>*)>(DLL2SDK::GameAssemblyBase + 0x462BAEC)(args_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJNIHelper::DeleteJNIArgArray_1242(DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>* args_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>* jniArgs_)
{
return reinterpret_cast<void(*)(DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::jvalue>*)>(DLL2SDK::GameAssemblyBase + 0x462BB7C)(args_, jniArgs_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNIHelper::GetConstructorID_1243(intptr_t jclass_, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>* args_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>*)>(DLL2SDK::GameAssemblyBase + 0x462BAF0)(jclass_, args_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJNIHelper::GetMethodID_1244(intptr_t jclass_, DLL2SDK::mscorlib::System::String* methodName_, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>* args_, bool isStatic_)
{
return reinterpret_cast<intptr_t(*)(intptr_t, DLL2SDK::mscorlib::System::String*, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>*, bool)>(DLL2SDK::GameAssemblyBase + 0x462BC30)(jclass_, methodName_, args_, isStatic_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::AndroidJNIHelper::GetSignature_1245(DLL2SDK::mscorlib::System::Object* obj_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x46333F0)(obj_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::AndroidJNIHelper::GetSignature_1246(DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>* args_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>*)>(DLL2SDK::GameAssemblyBase + 0x46333F4)(args_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::ComputeShader::FindKernel_1225(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::ComputeShader*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DC76F8)(this, name_);
}
void DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour::_ctor_1202()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour*)>(DLL2SDK::GameAssemblyBase + 0x4ADF240)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour::Internal_CancelInvokeAll_1203()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour*)>(DLL2SDK::GameAssemblyBase + 0x4ADF248)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour::Internal_IsInvokingAll_1204()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour*)>(DLL2SDK::GameAssemblyBase + 0x4ADF2E0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour::Invoke_1205(DLL2SDK::mscorlib::System::String* methodName_, float time_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour*, DLL2SDK::mscorlib::System::String*, float)>(DLL2SDK::GameAssemblyBase + 0x4ADF378)(this, methodName_, time_);
}
void DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour::InvokeRepeating_1206(DLL2SDK::mscorlib::System::String* methodName_, float time_, float repeatRate_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour*, DLL2SDK::mscorlib::System::String*, float, float)>(DLL2SDK::GameAssemblyBase + 0x4ADF420)(this, methodName_, time_, repeatRate_);
}
void DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour::CancelInvoke_1207()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour*)>(DLL2SDK::GameAssemblyBase + 0x4ADF4D0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour::CancelInvoke_1208(DLL2SDK::mscorlib::System::String* methodName_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4ADF4D4)(this, methodName_);
}
bool DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour::IsInvoking_1209(DLL2SDK::mscorlib::System::String* methodName_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4ADF574)(this, methodName_);
}
bool DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour::IsInvoking_1210()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour*)>(DLL2SDK::GameAssemblyBase + 0x4ADF614)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Coroutine* DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour::StartCoroutine_1211(DLL2SDK::mscorlib::System::Collections::IEnumerator* routine_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Coroutine*(*)(DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour*, DLL2SDK::mscorlib::System::Collections::IEnumerator*)>(DLL2SDK::GameAssemblyBase + 0x4ADF618)(this, routine_);
}
DLL2SDK::UnityEngine::UnityEngine::Coroutine* DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour::StartCoroutine_Auto_1212(DLL2SDK::mscorlib::System::Collections::IEnumerator* routine_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Coroutine*(*)(DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour*, DLL2SDK::mscorlib::System::Collections::IEnumerator*)>(DLL2SDK::GameAssemblyBase + 0x4ADF6BC)(this, routine_);
}
DLL2SDK::UnityEngine::UnityEngine::Coroutine* DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour::StartCoroutine_Auto_Internal_1213(DLL2SDK::mscorlib::System::Collections::IEnumerator* routine_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Coroutine*(*)(DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour*, DLL2SDK::mscorlib::System::Collections::IEnumerator*)>(DLL2SDK::GameAssemblyBase + 0x4ADF61C)(this, routine_);
}
DLL2SDK::UnityEngine::UnityEngine::Coroutine* DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour::StartCoroutine_1214(DLL2SDK::mscorlib::System::String* methodName_, DLL2SDK::mscorlib::System::Object* value_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Coroutine*(*)(DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4ADF6C0)(this, methodName_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Coroutine* DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour::StartCoroutine_1215(DLL2SDK::mscorlib::System::String* methodName_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Coroutine*(*)(DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4ADF768)(this, methodName_);
}
void DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour::StopCoroutine_1216(DLL2SDK::mscorlib::System::String* methodName_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4ADF770)(this, methodName_);
}
void DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour::StopCoroutine_1217(DLL2SDK::mscorlib::System::Collections::IEnumerator* routine_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour*, DLL2SDK::mscorlib::System::Collections::IEnumerator*)>(DLL2SDK::GameAssemblyBase + 0x4ADF810)(this, routine_);
}
void DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour::StopCoroutine_1218(DLL2SDK::UnityEngine::UnityEngine::Coroutine* routine_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour*, DLL2SDK::UnityEngine::UnityEngine::Coroutine*)>(DLL2SDK::GameAssemblyBase + 0x4ADF8B4)(this, routine_);
}
void DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour::StopCoroutineViaEnumerator_Auto_1219(DLL2SDK::mscorlib::System::Collections::IEnumerator* routine_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour*, DLL2SDK::mscorlib::System::Collections::IEnumerator*)>(DLL2SDK::GameAssemblyBase + 0x4ADF814)(this, routine_);
}
void DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour::StopCoroutine_Auto_1220(DLL2SDK::UnityEngine::UnityEngine::Coroutine* routine_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour*, DLL2SDK::UnityEngine::UnityEngine::Coroutine*)>(DLL2SDK::GameAssemblyBase + 0x4ADF8B8)(this, routine_);
}
void DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour::StopAllCoroutines_1221()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour*)>(DLL2SDK::GameAssemblyBase + 0x4ADF958)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour::print_1222(DLL2SDK::mscorlib::System::Object* message_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4ADF9F0)(message_);
}
bool DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour::get_useGUILayout_1223()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour*)>(DLL2SDK::GameAssemblyBase + 0x4ADFA98)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour::set_useGUILayout_1224(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MonoBehaviour*, bool)>(DLL2SDK::GameAssemblyBase + 0x4ADFB30)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Resources::_ctor_1184()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Resources*)>(DLL2SDK::GameAssemblyBase + 0x4EA0B1C)(this);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Object*>* DLL2SDK::UnityEngine::UnityEngine::Resources::FindObjectsOfTypeAll_1186(DLL2SDK::mscorlib::System::Type* type_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Object*>*(*)(DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x4EA0B24)(type_);
}
DLL2SDK::UnityEngine::UnityEngine::Object* DLL2SDK::UnityEngine::UnityEngine::Resources::Load_1188(DLL2SDK::mscorlib::System::String* path_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Object*(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4EA0BBC)(path_);
}
DLL2SDK::UnityEngine::UnityEngine::Object* DLL2SDK::UnityEngine::UnityEngine::Resources::Load_1190(DLL2SDK::mscorlib::System::String* path_, DLL2SDK::mscorlib::System::Type* systemTypeInstance_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Object*(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x4EA0A7C)(path_, systemTypeInstance_);
}
DLL2SDK::Array<uint8_t>* DLL2SDK::UnityEngine::UnityEngine::Resources::LoadBytes_1191(DLL2SDK::mscorlib::System::String* path_)
{
return reinterpret_cast<DLL2SDK::Array<uint8_t>*(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4EA0C88)(path_);
}
DLL2SDK::UnityEngine::UnityEngine::ResourceRequest* DLL2SDK::UnityEngine::UnityEngine::Resources::LoadAsync_1192(DLL2SDK::mscorlib::System::String* path_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::ResourceRequest*(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4EA0D20)(path_);
}
DLL2SDK::UnityEngine::UnityEngine::ResourceRequest* DLL2SDK::UnityEngine::UnityEngine::Resources::LoadAsync_1194(DLL2SDK::mscorlib::System::String* path_, DLL2SDK::mscorlib::System::Type* type_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::ResourceRequest*(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x4EA0DEC)(path_, type_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Object*>* DLL2SDK::UnityEngine::UnityEngine::Resources::LoadAll_1195(DLL2SDK::mscorlib::System::String* path_, DLL2SDK::mscorlib::System::Type* systemTypeInstance_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Object*>*(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x4EA0E8C)(path_, systemTypeInstance_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Object*>* DLL2SDK::UnityEngine::UnityEngine::Resources::LoadAll_1196(DLL2SDK::mscorlib::System::String* path_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Object*>*(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4EA0F2C)(path_);
}
DLL2SDK::UnityEngine::UnityEngine::Object* DLL2SDK::UnityEngine::UnityEngine::Resources::GetBuiltinResource_1198(DLL2SDK::mscorlib::System::Type* type_, DLL2SDK::mscorlib::System::String* path_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Object*(*)(DLL2SDK::mscorlib::System::Type*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4EA0FF8)(type_, path_);
}
void DLL2SDK::UnityEngine::UnityEngine::Resources::UnloadAsset_1200(DLL2SDK::UnityEngine::UnityEngine::Object* assetToUnload_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Object*)>(DLL2SDK::GameAssemblyBase + 0x4EA1098)(assetToUnload_);
}
DLL2SDK::UnityEngine::UnityEngine::AsyncOperation* DLL2SDK::UnityEngine::UnityEngine::Resources::UnloadUnusedAssets_1201()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AsyncOperation*(*)()>(DLL2SDK::GameAssemblyBase + 0x4EA1130)();
}
void DLL2SDK::UnityEngine::UnityEngine::ResourceRequest::_ctor_1182()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ResourceRequest*)>(DLL2SDK::GameAssemblyBase + 0x4EA0A68)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Object* DLL2SDK::UnityEngine::UnityEngine::ResourceRequest::get_asset_1183()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Object*(*)(DLL2SDK::UnityEngine::UnityEngine::ResourceRequest*)>(DLL2SDK::GameAssemblyBase + 0x4EA0A70)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::ReflectionProbe::set_bakedTexture_1181(DLL2SDK::UnityEngine::UnityEngine::Texture* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ReflectionProbe*, DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x4AF5988)(this, value_);
}
DLL2SDK::Array<DLL2SDK::mscorlib::System::String*>* DLL2SDK::UnityEngine::UnityEngine::AssetBundleManifest::GetAllAssetBundles_1179()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::mscorlib::System::String*>*(*)(DLL2SDK::UnityEngine::UnityEngine::AssetBundleManifest*)>(DLL2SDK::GameAssemblyBase + 0x4642968)(this);
}
DLL2SDK::Array<DLL2SDK::mscorlib::System::String*>* DLL2SDK::UnityEngine::UnityEngine::AssetBundleManifest::GetAllDependencies_1180(DLL2SDK::mscorlib::System::String* assetBundleName_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::mscorlib::System::String*>*(*)(DLL2SDK::UnityEngine::UnityEngine::AssetBundleManifest*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4642A00)(this, assetBundleName_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject::_ctor_1140(DLL2SDK::mscorlib::System::String* className_, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>* args_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject*, DLL2SDK::mscorlib::System::String*, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>*)>(DLL2SDK::GameAssemblyBase + 0x4625A7C)(this, className_, args_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject::_ctor_1141(intptr_t jobject_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4621F18)(this, jobject_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject::_ctor_1142()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject*)>(DLL2SDK::GameAssemblyBase + 0x462A810)(this);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject::GetDebugName_1143()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject*)>(DLL2SDK::GameAssemblyBase + 0x462B26C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject::Dispose_1144()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject::Call_1145(DLL2SDK::mscorlib::System::String* methodName_, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>* args_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject*, DLL2SDK::mscorlib::System::String*, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>*)>(DLL2SDK::GameAssemblyBase + 0x462B2E4)(this, methodName_, args_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject::CallStatic_1146(DLL2SDK::mscorlib::System::String* methodName_, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>* args_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject*, DLL2SDK::mscorlib::System::String*, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>*)>(DLL2SDK::GameAssemblyBase + 0x462B448)(this, methodName_, args_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject::GetRawObject_1151()
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject*)>(DLL2SDK::GameAssemblyBase + 0x462210C)(this);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject::GetRawClass_1152()
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject*)>(DLL2SDK::GameAssemblyBase + 0x462182C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject::DebugPrint_1155(DLL2SDK::mscorlib::System::String* msg_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x462AB14)(this, msg_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject::DebugPrint_1156(DLL2SDK::mscorlib::System::String* call_, DLL2SDK::mscorlib::System::String* methodName_, DLL2SDK::mscorlib::System::String* signature_, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>* args_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>*)>(DLL2SDK::GameAssemblyBase + 0x462B5CC)(this, call_, methodName_, signature_, args_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject::_AndroidJavaObject_1157(DLL2SDK::mscorlib::System::String* className_, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>* args_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject*, DLL2SDK::mscorlib::System::String*, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>*)>(DLL2SDK::GameAssemblyBase + 0x462AE80)(this, className_, args_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject::Finalize_1158()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[1];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject::Dispose_1159(bool disposing_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject*, bool, void*)>(Data.methodPtr)(this, disposing_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject::_Dispose_1160()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject*)>(DLL2SDK::GameAssemblyBase + 0x462B2AC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject::_Call_1161(DLL2SDK::mscorlib::System::String* methodName_, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>* args_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject*, DLL2SDK::mscorlib::System::String*, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>*)>(DLL2SDK::GameAssemblyBase + 0x462B2E8)(this, methodName_, args_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject::_CallStatic_1165(DLL2SDK::mscorlib::System::String* methodName_, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>* args_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject*, DLL2SDK::mscorlib::System::String*, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>*)>(DLL2SDK::GameAssemblyBase + 0x462B44C)(this, methodName_, args_);
}
DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject* DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject::AndroidJavaObjectDeleteLocalRef_1169(intptr_t jobject_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject*(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4625BA4)(jobject_);
}
DLL2SDK::UnityEngine::UnityEngine::AndroidJavaClass* DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject::AndroidJavaClassDeleteLocalRef_1170(intptr_t jclass_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AndroidJavaClass*(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x462BD14)(jclass_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject::_GetRawObject_1171()
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject*)>(DLL2SDK::GameAssemblyBase + 0x462B5AC)(this);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject::_GetRawClass_1172()
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject*)>(DLL2SDK::GameAssemblyBase + 0x462B5BC)(this);
}
DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject* DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject::FindClass_1173(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject*(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x462AC18)(name_);
}
DLL2SDK::UnityEngine::UnityEngine::AndroidJavaClass* DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject::get_JavaLangClass_1174()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AndroidJavaClass*(*)()>(DLL2SDK::GameAssemblyBase + 0x462BDE8)();
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJavaObject::_cctor_1175()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x462BF70)();
}
DLL2SDK::UnityEngine::UnityEngine::ILogger* DLL2SDK::UnityEngine::UnityEngine::Debug::get_logger_1115()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::ILogger*(*)()>(DLL2SDK::GameAssemblyBase + 0x4DCA364)();
}
void DLL2SDK::UnityEngine::UnityEngine::Debug::DrawLine_1116(DLL2SDK::UnityEngine::UnityEngine::Vector3 start_, DLL2SDK::UnityEngine::UnityEngine::Vector3 end_, DLL2SDK::UnityEngine::UnityEngine::Color color_, float duration_, bool depthTest_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Color, float, bool)>(DLL2SDK::GameAssemblyBase + 0x4DCA414)(start_, end_, color_, duration_, depthTest_);
}
void DLL2SDK::UnityEngine::UnityEngine::Debug::DrawLine_1117(DLL2SDK::UnityEngine::UnityEngine::Vector3 start_, DLL2SDK::UnityEngine::UnityEngine::Vector3 end_, DLL2SDK::UnityEngine::UnityEngine::Color color_, float duration_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Color, float)>(DLL2SDK::GameAssemblyBase + 0x4DCA5D8)(start_, end_, color_, duration_);
}
void DLL2SDK::UnityEngine::UnityEngine::Debug::DrawLine_1118(DLL2SDK::UnityEngine::UnityEngine::Vector3 start_, DLL2SDK::UnityEngine::UnityEngine::Vector3 end_, DLL2SDK::UnityEngine::UnityEngine::Color color_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4DCA6D4)(start_, end_, color_);
}
void DLL2SDK::UnityEngine::UnityEngine::Debug::INTERNAL_CALL_DrawLine_1119(DLL2SDK::UnityEngine::UnityEngine::Vector3* start_, DLL2SDK::UnityEngine::UnityEngine::Vector3* end_, DLL2SDK::UnityEngine::UnityEngine::Color* color_, float duration_, bool depthTest_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Color*, float, bool)>(DLL2SDK::GameAssemblyBase + 0x4DCA510)(start_, end_, color_, duration_, depthTest_);
}
void DLL2SDK::UnityEngine::UnityEngine::Debug::DrawRay_1120(DLL2SDK::UnityEngine::UnityEngine::Vector3 start_, DLL2SDK::UnityEngine::UnityEngine::Vector3 dir_, DLL2SDK::UnityEngine::UnityEngine::Color color_, float duration_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Color, float)>(DLL2SDK::GameAssemblyBase + 0x4DCA7C8)(start_, dir_, color_, duration_);
}
void DLL2SDK::UnityEngine::UnityEngine::Debug::DrawRay_1121(DLL2SDK::UnityEngine::UnityEngine::Vector3 start_, DLL2SDK::UnityEngine::UnityEngine::Vector3 dir_, DLL2SDK::UnityEngine::UnityEngine::Color color_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4DCAA2C)(start_, dir_, color_);
}
void DLL2SDK::UnityEngine::UnityEngine::Debug::DrawRay_1122(DLL2SDK::UnityEngine::UnityEngine::Vector3 start_, DLL2SDK::UnityEngine::UnityEngine::Vector3 dir_, DLL2SDK::UnityEngine::UnityEngine::Color color_, float duration_, bool depthTest_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Color, float, bool)>(DLL2SDK::GameAssemblyBase + 0x4DCA8E0)(start_, dir_, color_, duration_, depthTest_);
}
void DLL2SDK::UnityEngine::UnityEngine::Debug::Break_1123()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4DCAB34)();
}
void DLL2SDK::UnityEngine::UnityEngine::Debug::Log_1124(DLL2SDK::mscorlib::System::Object* message_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4DCABC4)(message_);
}
void DLL2SDK::UnityEngine::UnityEngine::Debug::Log_1125(DLL2SDK::mscorlib::System::Object* message_, DLL2SDK::UnityEngine::UnityEngine::Object* context_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::Object*, DLL2SDK::UnityEngine::UnityEngine::Object*)>(DLL2SDK::GameAssemblyBase + 0x4DCACFC)(message_, context_);
}
void DLL2SDK::UnityEngine::UnityEngine::Debug::LogFormat_1126(DLL2SDK::mscorlib::System::String* format_, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>* args_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>*)>(DLL2SDK::GameAssemblyBase + 0x4DCAE48)(format_, args_);
}
void DLL2SDK::UnityEngine::UnityEngine::Debug::LogError_1127(DLL2SDK::mscorlib::System::Object* message_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4DCAF94)(message_);
}
void DLL2SDK::UnityEngine::UnityEngine::Debug::LogError_1128(DLL2SDK::mscorlib::System::Object* message_, DLL2SDK::UnityEngine::UnityEngine::Object* context_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::Object*, DLL2SDK::UnityEngine::UnityEngine::Object*)>(DLL2SDK::GameAssemblyBase + 0x4DCB0CC)(message_, context_);
}
void DLL2SDK::UnityEngine::UnityEngine::Debug::LogErrorFormat_1129(DLL2SDK::mscorlib::System::String* format_, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>* args_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>*)>(DLL2SDK::GameAssemblyBase + 0x4DCB218)(format_, args_);
}
void DLL2SDK::UnityEngine::UnityEngine::Debug::LogErrorFormat_1130(DLL2SDK::UnityEngine::UnityEngine::Object* context_, DLL2SDK::mscorlib::System::String* format_, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>* args_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Object*, DLL2SDK::mscorlib::System::String*, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>*)>(DLL2SDK::GameAssemblyBase + 0x4DCB364)(context_, format_, args_);
}
void DLL2SDK::UnityEngine::UnityEngine::Debug::LogException_1131(DLL2SDK::mscorlib::System::Exception* exception_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::Exception*)>(DLL2SDK::GameAssemblyBase + 0x4DCB4B8)(exception_);
}
void DLL2SDK::UnityEngine::UnityEngine::Debug::LogException_1132(DLL2SDK::mscorlib::System::Exception* exception_, DLL2SDK::UnityEngine::UnityEngine::Object* context_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::Exception*, DLL2SDK::UnityEngine::UnityEngine::Object*)>(DLL2SDK::GameAssemblyBase + 0x4DCB5F0)(exception_, context_);
}
void DLL2SDK::UnityEngine::UnityEngine::Debug::LogWarning_1133(DLL2SDK::mscorlib::System::Object* message_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4DCB72C)(message_);
}
void DLL2SDK::UnityEngine::UnityEngine::Debug::LogWarning_1134(DLL2SDK::mscorlib::System::Object* message_, DLL2SDK::UnityEngine::UnityEngine::Object* context_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::Object*, DLL2SDK::UnityEngine::UnityEngine::Object*)>(DLL2SDK::GameAssemblyBase + 0x4DCB864)(message_, context_);
}
void DLL2SDK::UnityEngine::UnityEngine::Debug::LogWarningFormat_1135(DLL2SDK::mscorlib::System::String* format_, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>* args_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>*)>(DLL2SDK::GameAssemblyBase + 0x4DCB9B0)(format_, args_);
}
void DLL2SDK::UnityEngine::UnityEngine::Debug::LogWarningFormat_1136(DLL2SDK::UnityEngine::UnityEngine::Object* context_, DLL2SDK::mscorlib::System::String* format_, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>* args_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Object*, DLL2SDK::mscorlib::System::String*, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>*)>(DLL2SDK::GameAssemblyBase + 0x4DCBAFC)(context_, format_, args_);
}
void DLL2SDK::UnityEngine::UnityEngine::Debug::Assert_1137(bool condition_, DLL2SDK::mscorlib::System::String* message_)
{
return reinterpret_cast<void(*)(bool, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DCBC50)(condition_, message_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Debug::get_isDebugBuild_1138()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4DCBD94)();
}
void DLL2SDK::UnityEngine::UnityEngine::Debug::_cctor_1139()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4DCBE24)();
}
void DLL2SDK::UnityEngine::UnityEngine::DebugLogHandler::_ctor_1110()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::DebugLogHandler*)>(DLL2SDK::GameAssemblyBase + 0x4DCBEE8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::DebugLogHandler::Internal_Log_1111(DLL2SDK::UnityEngine::UnityEngine::LogType level_, DLL2SDK::mscorlib::System::String* msg_, DLL2SDK::UnityEngine::UnityEngine::Object* obj_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::LogType, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::Object*)>(DLL2SDK::GameAssemblyBase + 0x4DCBEF0)(level_, msg_, obj_);
}
void DLL2SDK::UnityEngine::UnityEngine::DebugLogHandler::Internal_LogException_1112(DLL2SDK::mscorlib::System::Exception* exception_, DLL2SDK::UnityEngine::UnityEngine::Object* obj_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::Exception*, DLL2SDK::UnityEngine::UnityEngine::Object*)>(DLL2SDK::GameAssemblyBase + 0x4DCBF98)(exception_, obj_);
}
void DLL2SDK::UnityEngine::UnityEngine::DebugLogHandler::LogFormat_1113(DLL2SDK::UnityEngine::UnityEngine::LogType logType_, DLL2SDK::UnityEngine::UnityEngine::Object* context_, DLL2SDK::mscorlib::System::String* format_, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>* args_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::DebugLogHandler*, DLL2SDK::UnityEngine::UnityEngine::LogType, DLL2SDK::UnityEngine::UnityEngine::Object*, DLL2SDK::mscorlib::System::String*, DLL2SDK::Array<DLL2SDK::mscorlib::System::Object*>*, void*)>(Data.methodPtr)(this, logType_, context_, format_, args_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::DebugLogHandler::LogException_1114(DLL2SDK::mscorlib::System::Exception* exception_, DLL2SDK::UnityEngine::UnityEngine::Object* context_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::DebugLogHandler*, DLL2SDK::mscorlib::System::Exception*, DLL2SDK::UnityEngine::UnityEngine::Object*, void*)>(Data.methodPtr)(this, exception_, context_, Data.method);
}
float DLL2SDK::UnityEngine::UnityEngine::LODGroup::get_size_1091()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::LODGroup*)>(DLL2SDK::GameAssemblyBase + 0x4735FD4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::LODGroup::set_size_1092(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::LODGroup*, float)>(DLL2SDK::GameAssemblyBase + 0x473606C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::LODGroup::set_fixedSize_1093(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::LODGroup*, bool)>(DLL2SDK::GameAssemblyBase + 0x473610C)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::LODGroup::get_lodCount_1094()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::LODGroup*)>(DLL2SDK::GameAssemblyBase + 0x47361AC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::LODGroup::set_enabled_1095(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::LODGroup*, bool)>(DLL2SDK::GameAssemblyBase + 0x4736244)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::LODGroup::set_isUnloaded_1096(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::LODGroup*, bool)>(DLL2SDK::GameAssemblyBase + 0x47362E4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::LODGroup::RecalculateBounds_1097()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::LODGroup*)>(DLL2SDK::GameAssemblyBase + 0x4736384)(this);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::LOD>* DLL2SDK::UnityEngine::UnityEngine::LODGroup::GetLODs_1098()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::LOD>*(*)(DLL2SDK::UnityEngine::UnityEngine::LODGroup*)>(DLL2SDK::GameAssemblyBase + 0x473641C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::LODGroup::SetLODs_1099(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::LOD>* lods_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::LODGroup*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::LOD>*)>(DLL2SDK::GameAssemblyBase + 0x47364B4)(this, lods_);
}
void DLL2SDK::UnityEngine::UnityEngine::LODGroup::ForceLOD_1100(int32_t index_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::LODGroup*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4736554)(this, index_);
}
void DLL2SDK::UnityEngine::UnityEngine::LODGroup::UnloadLowLevelLods_1101()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x47365F4)();
}
bool DLL2SDK::UnityEngine::UnityEngine::LODGroup::get_enableAutoUnloadLOD_1102()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4736684)();
}
void DLL2SDK::UnityEngine::UnityEngine::LODGroup::set_enableAutoUnloadLOD_1103(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x4736714)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::LOD::_ctor_1090(float screenRelativeTransitionHeight_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Renderer*>* renderers_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::LOD*, float, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Renderer*>*)>(DLL2SDK::GameAssemblyBase + 0x4735FBC)(this, screenRelativeTransitionHeight_, renderers_);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::_ctor_968()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*)>(DLL2SDK::GameAssemblyBase + 0x4732DD0)(this);
}
DLL2SDK::UnityEngine::UnityEngine::LightType DLL2SDK::UnityEngine::UnityEngine::Light::get_type_969()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::LightType(*)(DLL2SDK::UnityEngine::UnityEngine::Light*)>(DLL2SDK::GameAssemblyBase + 0x4732DD8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::set_type_970(DLL2SDK::UnityEngine::UnityEngine::LightType value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, DLL2SDK::UnityEngine::UnityEngine::LightType)>(DLL2SDK::GameAssemblyBase + 0x4732E70)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::Light::get_color_971()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine::UnityEngine::Light*)>(DLL2SDK::GameAssemblyBase + 0x4732F10)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::set_color_972(DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4732FE8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::INTERNAL_get_color_973(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4732F48)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::INTERNAL_set_color_974(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x473300C)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Light::get_colorTemperature_975()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Light*)>(DLL2SDK::GameAssemblyBase + 0x47330AC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::set_colorTemperature_976(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, float)>(DLL2SDK::GameAssemblyBase + 0x4733144)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Light::get_intensity_977()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Light*)>(DLL2SDK::GameAssemblyBase + 0x47331E4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::set_intensity_978(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, float)>(DLL2SDK::GameAssemblyBase + 0x473327C)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Light::get_bounceIntensity_979()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Light*)>(DLL2SDK::GameAssemblyBase + 0x473331C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::set_bounceIntensity_980(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, float)>(DLL2SDK::GameAssemblyBase + 0x47333B4)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Light::get_usePhysicalAttenuation_981()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Light*)>(DLL2SDK::GameAssemblyBase + 0x4733454)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::set_usePhysicalAttenuation_982(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, bool)>(DLL2SDK::GameAssemblyBase + 0x47334EC)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::LightShadows DLL2SDK::UnityEngine::UnityEngine::Light::get_shadows_983()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::LightShadows(*)(DLL2SDK::UnityEngine::UnityEngine::Light*)>(DLL2SDK::GameAssemblyBase + 0x473358C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::set_shadows_984(DLL2SDK::UnityEngine::UnityEngine::LightShadows value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, DLL2SDK::UnityEngine::UnityEngine::LightShadows)>(DLL2SDK::GameAssemblyBase + 0x4733624)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Light::get_shadowStrength_985()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Light*)>(DLL2SDK::GameAssemblyBase + 0x47336C4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::set_shadowStrength_986(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, float)>(DLL2SDK::GameAssemblyBase + 0x473375C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Rendering::LightShadowResolution DLL2SDK::UnityEngine::UnityEngine::Light::get_shadowResolution_987()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rendering::LightShadowResolution(*)(DLL2SDK::UnityEngine::UnityEngine::Light*)>(DLL2SDK::GameAssemblyBase + 0x47337FC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::set_shadowResolution_988(DLL2SDK::UnityEngine::UnityEngine::Rendering::LightShadowResolution value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, DLL2SDK::UnityEngine::UnityEngine::Rendering::LightShadowResolution)>(DLL2SDK::GameAssemblyBase + 0x4733894)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Light::get_shadowCustomResolution_989()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Light*)>(DLL2SDK::GameAssemblyBase + 0x4733934)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::set_shadowCustomResolution_990(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x47339CC)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Light::get_shadowBias_991()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Light*)>(DLL2SDK::GameAssemblyBase + 0x4733A6C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::set_shadowBias_992(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, float)>(DLL2SDK::GameAssemblyBase + 0x4733B04)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Light::get_shadowNormalBias_993()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Light*)>(DLL2SDK::GameAssemblyBase + 0x4733BA4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::set_shadowNormalBias_994(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, float)>(DLL2SDK::GameAssemblyBase + 0x4733C3C)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Light::get_shadowNearPlane_995()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Light*)>(DLL2SDK::GameAssemblyBase + 0x4733CDC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::set_shadowNearPlane_996(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, float)>(DLL2SDK::GameAssemblyBase + 0x4733D74)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Light::get_shadowSoftness_997()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Light*)>(DLL2SDK::GameAssemblyBase + 0x4733E14)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::set_shadowSoftness_998(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, float)>(DLL2SDK::GameAssemblyBase + 0x4733EAC)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Light::get_shadowSoftnessFade_999()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Light*)>(DLL2SDK::GameAssemblyBase + 0x4733F4C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::set_shadowSoftnessFade_1000(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, float)>(DLL2SDK::GameAssemblyBase + 0x4733FE4)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Light::get_range_1001()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Light*)>(DLL2SDK::GameAssemblyBase + 0x4734084)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::set_range_1002(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, float)>(DLL2SDK::GameAssemblyBase + 0x473411C)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Light::get_spotAngle_1003()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Light*)>(DLL2SDK::GameAssemblyBase + 0x47341BC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::set_spotAngle_1004(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, float)>(DLL2SDK::GameAssemblyBase + 0x4734254)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Light::get_cookieSize_1005()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Light*)>(DLL2SDK::GameAssemblyBase + 0x47342F4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::set_cookieSize_1006(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, float)>(DLL2SDK::GameAssemblyBase + 0x473438C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Texture* DLL2SDK::UnityEngine::UnityEngine::Light::get_cookie_1007()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Texture*(*)(DLL2SDK::UnityEngine::UnityEngine::Light*)>(DLL2SDK::GameAssemblyBase + 0x473442C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::set_cookie_1008(DLL2SDK::UnityEngine::UnityEngine::Texture* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x47344C4)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Flare* DLL2SDK::UnityEngine::UnityEngine::Light::get_flare_1009()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Flare*(*)(DLL2SDK::UnityEngine::UnityEngine::Light*)>(DLL2SDK::GameAssemblyBase + 0x4734564)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::set_flare_1010(DLL2SDK::UnityEngine::UnityEngine::Flare* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, DLL2SDK::UnityEngine::UnityEngine::Flare*)>(DLL2SDK::GameAssemblyBase + 0x47345FC)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::LightRenderMode DLL2SDK::UnityEngine::UnityEngine::Light::get_renderMode_1011()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::LightRenderMode(*)(DLL2SDK::UnityEngine::UnityEngine::Light*)>(DLL2SDK::GameAssemblyBase + 0x473469C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::set_renderMode_1012(DLL2SDK::UnityEngine::UnityEngine::LightRenderMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, DLL2SDK::UnityEngine::UnityEngine::LightRenderMode)>(DLL2SDK::GameAssemblyBase + 0x4734734)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Light::get_alreadyLightmapped_1013()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Light*)>(DLL2SDK::GameAssemblyBase + 0x47347D4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::set_alreadyLightmapped_1014(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, bool)>(DLL2SDK::GameAssemblyBase + 0x473486C)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Light::get_bakedIndex_1015()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Light*)>(DLL2SDK::GameAssemblyBase + 0x473490C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::set_bakedIndex_1016(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4734914)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Light::get_isBaked_1017()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Light*)>(DLL2SDK::GameAssemblyBase + 0x473491C)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Light::get_cullingMask_1018()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Light*)>(DLL2SDK::GameAssemblyBase + 0x47349B4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::set_cullingMask_1019(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4734A4C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::AddCommandBuffer_1020(DLL2SDK::UnityEngine::UnityEngine::Rendering::LightEvent evt_, DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer* buffer_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, DLL2SDK::UnityEngine::UnityEngine::Rendering::LightEvent, DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*)>(DLL2SDK::GameAssemblyBase + 0x4734AEC)(this, evt_, buffer_);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::AddCommandBuffer_1021(DLL2SDK::UnityEngine::UnityEngine::Rendering::LightEvent evt_, DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer* buffer_, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowMapPass shadowPassMask_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, DLL2SDK::UnityEngine::UnityEngine::Rendering::LightEvent, DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowMapPass)>(DLL2SDK::GameAssemblyBase + 0x4734B08)(this, evt_, buffer_, shadowPassMask_);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::RemoveCommandBuffer_1022(DLL2SDK::UnityEngine::UnityEngine::Rendering::LightEvent evt_, DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer* buffer_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, DLL2SDK::UnityEngine::UnityEngine::Rendering::LightEvent, DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*)>(DLL2SDK::GameAssemblyBase + 0x4734BB8)(this, evt_, buffer_);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::RemoveCommandBuffers_1023(DLL2SDK::UnityEngine::UnityEngine::Rendering::LightEvent evt_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, DLL2SDK::UnityEngine::UnityEngine::Rendering::LightEvent)>(DLL2SDK::GameAssemblyBase + 0x4734C60)(this, evt_);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::RemoveAllCommandBuffers_1024()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*)>(DLL2SDK::GameAssemblyBase + 0x4734D00)(this);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*>* DLL2SDK::UnityEngine::UnityEngine::Light::GetCommandBuffers_1025(DLL2SDK::UnityEngine::UnityEngine::Rendering::LightEvent evt_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*>*(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, DLL2SDK::UnityEngine::UnityEngine::Rendering::LightEvent)>(DLL2SDK::GameAssemblyBase + 0x4734D98)(this, evt_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Light::get_commandBufferCount_1026()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Light*)>(DLL2SDK::GameAssemblyBase + 0x4734E38)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Light::get_pixelLightCount_1027()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4734ED0)();
}
void DLL2SDK::UnityEngine::UnityEngine::Light::set_pixelLightCount_1028(int32_t value_)
{
return reinterpret_cast<void(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4734F60)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::SetProbeOcclusionIndex_1029(int32_t index_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4734FF8)(this, index_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Light::GetProbeOcclusionIndex_1030()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Light*)>(DLL2SDK::GameAssemblyBase + 0x4735098)(this);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Light*>* DLL2SDK::UnityEngine::UnityEngine::Light::GetLights_1031(DLL2SDK::UnityEngine::UnityEngine::LightType type_, int32_t layer_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Light*>*(*)(DLL2SDK::UnityEngine::UnityEngine::LightType, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4735130)(type_, layer_);
}
float DLL2SDK::UnityEngine::UnityEngine::Light::get_shadowConstantBias_1032()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Light*)>(DLL2SDK::GameAssemblyBase + 0x47351D0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::set_shadowConstantBias_1033(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, float)>(DLL2SDK::GameAssemblyBase + 0x47351D8)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Light::get_shadowObjectSizeBias_1034()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Light*)>(DLL2SDK::GameAssemblyBase + 0x47351DC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::set_shadowObjectSizeBias_1035(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, float)>(DLL2SDK::GameAssemblyBase + 0x47351E4)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Light::get_attenuate_1036()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Light*)>(DLL2SDK::GameAssemblyBase + 0x47351E8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Light::set_attenuate_1037(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Light*, bool)>(DLL2SDK::GameAssemblyBase + 0x47351F0)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::ColorUtility::DoTryParseHtmlColor_965(DLL2SDK::mscorlib::System::String* htmlString_, DLL2SDK::UnityEngine::UnityEngine::Color32* color_)
{
return reinterpret_cast<bool(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::Color32*)>(DLL2SDK::GameAssemblyBase + 0x4DC682C)(htmlString_, color_);
}
bool DLL2SDK::UnityEngine::UnityEngine::ColorUtility::TryParseHtmlString_966(DLL2SDK::mscorlib::System::String* htmlString_, DLL2SDK::UnityEngine::UnityEngine::Color* color_)
{
return reinterpret_cast<bool(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4DC68CC)(htmlString_, color_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::ColorUtility::ToHtmlStringRGB_967(DLL2SDK::UnityEngine::UnityEngine::Color color_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4DC6950)(color_);
}
void DLL2SDK::UnityEngine::UnityEngine::GameObject::_ctor_905(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4702BE8)(this, name_);
}
void DLL2SDK::UnityEngine::UnityEngine::GameObject::_ctor_906()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*)>(DLL2SDK::GameAssemblyBase + 0x4702D3C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GameObject::_ctor_907(DLL2SDK::mscorlib::System::String* name_, DLL2SDK::Array<DLL2SDK::mscorlib::System::Type*>* components_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::mscorlib::System::String*, DLL2SDK::Array<DLL2SDK::mscorlib::System::Type*>*)>(DLL2SDK::GameAssemblyBase + 0x4702DEC)(this, name_, components_);
}
DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine::UnityEngine::GameObject::CreatePrimitive_908(DLL2SDK::UnityEngine::UnityEngine::PrimitiveType type_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GameObject*(*)(DLL2SDK::UnityEngine::UnityEngine::PrimitiveType)>(DLL2SDK::GameAssemblyBase + 0x4702EF8)(type_);
}
DLL2SDK::UnityEngine::UnityEngine::Component* DLL2SDK::UnityEngine::UnityEngine::GameObject::GetComponent_909(DLL2SDK::mscorlib::System::Type* type_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Component*(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x4702F90)(this, type_);
}
void DLL2SDK::UnityEngine::UnityEngine::GameObject::GetComponentFastPath_910(DLL2SDK::mscorlib::System::Type* type_, intptr_t oneFurtherThanResultValue_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::mscorlib::System::Type*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4703030)(this, type_, oneFurtherThanResultValue_);
}
DLL2SDK::UnityEngine::UnityEngine::Component* DLL2SDK::UnityEngine::UnityEngine::GameObject::GetComponentByName_912(DLL2SDK::mscorlib::System::String* type_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Component*(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x47030D8)(this, type_);
}
DLL2SDK::UnityEngine::UnityEngine::Component* DLL2SDK::UnityEngine::UnityEngine::GameObject::GetComponent_913(DLL2SDK::mscorlib::System::String* type_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Component*(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4703178)(this, type_);
}
DLL2SDK::UnityEngine::UnityEngine::Component* DLL2SDK::UnityEngine::UnityEngine::GameObject::GetComponentInChildren_914(DLL2SDK::mscorlib::System::Type* type_, bool includeInactive_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Component*(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::mscorlib::System::Type*, bool)>(DLL2SDK::GameAssemblyBase + 0x470317C)(this, type_, includeInactive_);
}
DLL2SDK::UnityEngine::UnityEngine::Component* DLL2SDK::UnityEngine::UnityEngine::GameObject::GetComponentInParent_917(DLL2SDK::mscorlib::System::Type* type_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Component*(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x4703224)(this, type_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Component*>* DLL2SDK::UnityEngine::UnityEngine::GameObject::GetComponents_919(DLL2SDK::mscorlib::System::Type* type_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Component*>*(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x47032C4)(this, type_);
}
void DLL2SDK::UnityEngine::UnityEngine::GameObject::GetComponents_921(DLL2SDK::mscorlib::System::Type* type_, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Component*>* results_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::mscorlib::System::Type*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Component*>*)>(DLL2SDK::GameAssemblyBase + 0x470354C)(this, type_, results_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Component*>* DLL2SDK::UnityEngine::UnityEngine::GameObject::GetComponentsInChildren_923(DLL2SDK::mscorlib::System::Type* type_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Component*>*(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x470357C)(this, type_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Component*>* DLL2SDK::UnityEngine::UnityEngine::GameObject::GetComponentsInChildren_924(DLL2SDK::mscorlib::System::Type* type_, bool includeInactive_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Component*>*(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::mscorlib::System::Type*, bool)>(DLL2SDK::GameAssemblyBase + 0x4703584)(this, type_, includeInactive_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Component*>* DLL2SDK::UnityEngine::UnityEngine::GameObject::GetComponentsInParent_929(DLL2SDK::mscorlib::System::Type* type_, bool includeInactive_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Component*>*(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::mscorlib::System::Type*, bool)>(DLL2SDK::GameAssemblyBase + 0x4703738)(this, type_, includeInactive_);
}
DLL2SDK::mscorlib::System::Array* DLL2SDK::UnityEngine::UnityEngine::GameObject::GetComponentsInternal_933(DLL2SDK::mscorlib::System::Type* type_, bool useSearchTypeAsArrayReturnType_, bool recursive_, bool includeInactive_, bool reverse_, DLL2SDK::mscorlib::System::Object* resultList_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Array*(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::mscorlib::System::Type*, bool, bool, bool, bool, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4703478)(this, type_, useSearchTypeAsArrayReturnType_, recursive_, includeInactive_, reverse_, resultList_);
}
DLL2SDK::UnityEngine::UnityEngine::Transform* DLL2SDK::UnityEngine::UnityEngine::GameObject::get_transform_934()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Transform*(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*)>(DLL2SDK::GameAssemblyBase + 0x47038F0)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::GameObject::get_layer_935()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*)>(DLL2SDK::GameAssemblyBase + 0x4703988)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GameObject::set_layer_936(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4703A20)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GameObject::SetActive_937(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, bool)>(DLL2SDK::GameAssemblyBase + 0x4703AC0)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GameObject::get_activeSelf_938()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*)>(DLL2SDK::GameAssemblyBase + 0x4703B60)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::GameObject::get_activeInHierarchy_939()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*)>(DLL2SDK::GameAssemblyBase + 0x4703BF8)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::GameObject::get_isStatic_940()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*)>(DLL2SDK::GameAssemblyBase + 0x4703C90)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GameObject::set_isStatic_941(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, bool)>(DLL2SDK::GameAssemblyBase + 0x4703D28)(this, value_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::GameObject::get_tag_942()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*)>(DLL2SDK::GameAssemblyBase + 0x4703DC8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GameObject::set_tag_943(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4703E60)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GameObject::CompareTag_944(DLL2SDK::mscorlib::System::String* tag_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4703F00)(this, tag_);
}
DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine::UnityEngine::GameObject::FindGameObjectWithTag_945(DLL2SDK::mscorlib::System::String* tag_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GameObject*(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4703FA0)(tag_);
}
DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine::UnityEngine::GameObject::FindWithTag_946(DLL2SDK::mscorlib::System::String* tag_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GameObject*(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4704038)(tag_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GameObject*>* DLL2SDK::UnityEngine::UnityEngine::GameObject::FindGameObjectsWithTag_947(DLL2SDK::mscorlib::System::String* tag_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GameObject*>*(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x470403C)(tag_);
}
void DLL2SDK::UnityEngine::UnityEngine::GameObject::SendMessageUpwards_948(DLL2SDK::mscorlib::System::String* methodName_, DLL2SDK::mscorlib::System::Object* value_, DLL2SDK::UnityEngine::UnityEngine::SendMessageOptions options_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::Object*, DLL2SDK::UnityEngine::UnityEngine::SendMessageOptions)>(DLL2SDK::GameAssemblyBase + 0x47040D4)(this, methodName_, value_, options_);
}
void DLL2SDK::UnityEngine::UnityEngine::GameObject::SendMessage_949(DLL2SDK::mscorlib::System::String* methodName_, DLL2SDK::mscorlib::System::Object* value_, DLL2SDK::UnityEngine::UnityEngine::SendMessageOptions options_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::Object*, DLL2SDK::UnityEngine::UnityEngine::SendMessageOptions)>(DLL2SDK::GameAssemblyBase + 0x4704184)(this, methodName_, value_, options_);
}
void DLL2SDK::UnityEngine::UnityEngine::GameObject::SendMessage_950(DLL2SDK::mscorlib::System::String* methodName_, DLL2SDK::mscorlib::System::Object* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4704234)(this, methodName_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GameObject::SendMessage_951(DLL2SDK::mscorlib::System::String* methodName_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4704250)(this, methodName_);
}
void DLL2SDK::UnityEngine::UnityEngine::GameObject::SendMessage_952(DLL2SDK::mscorlib::System::String* methodName_, DLL2SDK::UnityEngine::UnityEngine::SendMessageOptions options_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::SendMessageOptions)>(DLL2SDK::GameAssemblyBase + 0x4704270)(this, methodName_, options_);
}
void DLL2SDK::UnityEngine::UnityEngine::GameObject::BroadcastMessage_953(DLL2SDK::mscorlib::System::String* methodName_, DLL2SDK::mscorlib::System::Object* parameter_, DLL2SDK::UnityEngine::UnityEngine::SendMessageOptions options_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::Object*, DLL2SDK::UnityEngine::UnityEngine::SendMessageOptions)>(DLL2SDK::GameAssemblyBase + 0x4704290)(this, methodName_, parameter_, options_);
}
void DLL2SDK::UnityEngine::UnityEngine::GameObject::BroadcastMessage_954(DLL2SDK::mscorlib::System::String* methodName_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4704340)(this, methodName_);
}
DLL2SDK::UnityEngine::UnityEngine::Component* DLL2SDK::UnityEngine::UnityEngine::GameObject::Internal_AddComponentWithType_955(DLL2SDK::mscorlib::System::Type* componentType_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Component*(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x4704360)(this, componentType_);
}
DLL2SDK::UnityEngine::UnityEngine::Component* DLL2SDK::UnityEngine::UnityEngine::GameObject::Internal_AddComponentWithTypeUnchecked_956(DLL2SDK::mscorlib::System::Type* componentType_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Component*(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x4704400)(this, componentType_);
}
DLL2SDK::UnityEngine::UnityEngine::Component* DLL2SDK::UnityEngine::UnityEngine::GameObject::AddComponentUnchecked_957(DLL2SDK::mscorlib::System::Type* componentType_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Component*(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x47044A0)(this, componentType_);
}
DLL2SDK::UnityEngine::UnityEngine::Component* DLL2SDK::UnityEngine::UnityEngine::GameObject::AddComponent_958(DLL2SDK::mscorlib::System::Type* componentType_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Component*(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x4702EF4)(this, componentType_);
}
void DLL2SDK::UnityEngine::UnityEngine::GameObject::Internal_CreateGameObject_960(DLL2SDK::UnityEngine::UnityEngine::GameObject* mono_, DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4702C9C)(mono_, name_);
}
DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine::UnityEngine::GameObject::Find_961(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GameObject*(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x47044A4)(name_);
}
DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene DLL2SDK::UnityEngine::UnityEngine::GameObject::get_scene_962()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*)>(DLL2SDK::GameAssemblyBase + 0x470453C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GameObject::INTERNAL_get_scene_963(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene*)>(DLL2SDK::GameAssemblyBase + 0x4704564)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GameObject* DLL2SDK::UnityEngine::UnityEngine::GameObject::get_gameObject_964()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GameObject*(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*)>(DLL2SDK::GameAssemblyBase + 0x4704604)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::_ctor_806()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4ADB178)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::Internal_Create_807(DLL2SDK::UnityEngine::UnityEngine::Mesh* mono_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4ADB224)(mono_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::SetMeshUsageFlags_808(DLL2SDK::UnityEngine::UnityEngine::Mesh_MeshUsageFlags flags_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::UnityEngine::UnityEngine::Mesh_MeshUsageFlags)>(DLL2SDK::GameAssemblyBase + 0x4ADB2BC)(this, flags_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Mesh::get_meshMetrics_809()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4ADB35C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::set_meshMetrics_810(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4ADB438)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::INTERNAL_get_meshMetrics_811(DLL2SDK::UnityEngine::UnityEngine::Vector2* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4ADB398)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::INTERNAL_set_meshMetrics_812(DLL2SDK::UnityEngine::UnityEngine::Vector2* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4ADB454)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::Clear_813(bool keepVertexLayout_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, bool)>(DLL2SDK::GameAssemblyBase + 0x4ADB4F4)(this, keepVertexLayout_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::Clear_814()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4ADB594)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Mesh::get_isReadable_815()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4ADB59C)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Mesh::get_canAccess_816()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4ADB634)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::PrintErrorCantAccessMesh_817(DLL2SDK::UnityEngine::UnityEngine::Mesh_InternalShaderChannel channel_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::UnityEngine::UnityEngine::Mesh_InternalShaderChannel)>(DLL2SDK::GameAssemblyBase + 0x4ADB6CC)(this, channel_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::PrintErrorCantAccessMeshForIndices_818()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4ADB76C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::PrintErrorBadSubmeshIndexTriangles_819()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4ADB804)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::PrintErrorBadSubmeshIndexIndices_820()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4ADB89C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::SetArrayImpl_821(int32_t arraySize_, DLL2SDK::mscorlib::System::Array* verts_, DLL2SDK::mscorlib::System::Array* norms_, DLL2SDK::mscorlib::System::Array* tans_, DLL2SDK::mscorlib::System::Array* cols_, DLL2SDK::mscorlib::System::Array* uvs_, DLL2SDK::mscorlib::System::Array* uvs2_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t, DLL2SDK::mscorlib::System::Array*, DLL2SDK::mscorlib::System::Array*, DLL2SDK::mscorlib::System::Array*, DLL2SDK::mscorlib::System::Array*, DLL2SDK::mscorlib::System::Array*, DLL2SDK::mscorlib::System::Array*)>(DLL2SDK::GameAssemblyBase + 0x4ADB934)(this, arraySize_, verts_, norms_, tans_, cols_, uvs_, uvs2_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::SetArrayForChannelImpl_822(DLL2SDK::UnityEngine::UnityEngine::Mesh_InternalShaderChannel channel_, DLL2SDK::UnityEngine::UnityEngine::Mesh_InternalVertexChannelType format_, int32_t dim_, DLL2SDK::mscorlib::System::Array* values_, int32_t arraySize_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::UnityEngine::UnityEngine::Mesh_InternalShaderChannel, DLL2SDK::UnityEngine::UnityEngine::Mesh_InternalVertexChannelType, int32_t, DLL2SDK::mscorlib::System::Array*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4ADB9E4)(this, channel_, format_, dim_, values_, arraySize_);
}
DLL2SDK::mscorlib::System::Array* DLL2SDK::UnityEngine::UnityEngine::Mesh::GetAllocArrayFromChannelImpl_823(DLL2SDK::UnityEngine::UnityEngine::Mesh_InternalShaderChannel channel_, DLL2SDK::UnityEngine::UnityEngine::Mesh_InternalVertexChannelType format_, int32_t dim_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Array*(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::UnityEngine::UnityEngine::Mesh_InternalShaderChannel, DLL2SDK::UnityEngine::UnityEngine::Mesh_InternalVertexChannelType, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4ADBA94)(this, channel_, format_, dim_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Mesh::HasChannel_824(DLL2SDK::UnityEngine::UnityEngine::Mesh_InternalShaderChannel channel_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::UnityEngine::UnityEngine::Mesh_InternalShaderChannel)>(DLL2SDK::GameAssemblyBase + 0x4ADBB44)(this, channel_);
}
DLL2SDK::mscorlib::System::Array* DLL2SDK::UnityEngine::UnityEngine::Mesh::ExtractArrayFromList_825(DLL2SDK::mscorlib::System::Object* list_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Array*(*)(DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4ADBBE4)(list_);
}
DLL2SDK::Array<int32_t>* DLL2SDK::UnityEngine::UnityEngine::Mesh::GetTrianglesImpl_826(int32_t submesh_)
{
return reinterpret_cast<DLL2SDK::Array<int32_t>*(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4ADBC7C)(this, submesh_);
}
DLL2SDK::Array<int32_t>* DLL2SDK::UnityEngine::UnityEngine::Mesh::GetIndicesImpl_827(int32_t submesh_)
{
return reinterpret_cast<DLL2SDK::Array<int32_t>*(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4ADBD1C)(this, submesh_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::SetTrianglesImpl_828(int32_t submesh_, DLL2SDK::mscorlib::System::Array* triangles_, int32_t arraySize_, bool calculateBounds_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t, DLL2SDK::mscorlib::System::Array*, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x4ADBDBC)(this, submesh_, triangles_, arraySize_, calculateBounds_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::SetTrianglesImpl_829(int32_t submesh_, DLL2SDK::mscorlib::System::Array* triangles_, int32_t arraySize_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t, DLL2SDK::mscorlib::System::Array*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4ADBE78)(this, submesh_, triangles_, arraySize_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::SetIndicesImpl_830(int32_t submesh_, DLL2SDK::UnityEngine::UnityEngine::MeshTopology topology_, DLL2SDK::mscorlib::System::Array* indices_, int32_t arraySize_, bool calculateBounds_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t, DLL2SDK::UnityEngine::UnityEngine::MeshTopology, DLL2SDK::mscorlib::System::Array*, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x4ADBE98)(this, submesh_, topology_, indices_, arraySize_, calculateBounds_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::SetTriangles_831(DLL2SDK::Array<int32_t>* triangles_, int32_t submesh_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::Array<int32_t>*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4ADBF60)(this, triangles_, submesh_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::SetTriangles_832(DLL2SDK::Array<int32_t>* triangles_, int32_t submesh_, bool calculateBounds_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::Array<int32_t>*, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x4ADBF7C)(this, triangles_, submesh_, calculateBounds_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::SetTriangles_833(DLL2SDK::mscorlib::System::Collections::Generic::List_1<int32_t>* triangles_, int32_t submesh_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<int32_t>*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4ADC004)(this, triangles_, submesh_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::SetTriangles_834(DLL2SDK::mscorlib::System::Collections::Generic::List_1<int32_t>* triangles_, int32_t submesh_, bool calculateBounds_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<int32_t>*, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x4ADC020)(this, triangles_, submesh_, calculateBounds_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::SetIndices_835(DLL2SDK::Array<int32_t>* indices_, DLL2SDK::UnityEngine::UnityEngine::MeshTopology topology_, int32_t submesh_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::Array<int32_t>*, DLL2SDK::UnityEngine::UnityEngine::MeshTopology, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4ADC0F8)(this, indices_, topology_, submesh_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::SetIndices_836(DLL2SDK::Array<int32_t>* indices_, DLL2SDK::UnityEngine::UnityEngine::MeshTopology topology_, int32_t submesh_, bool calculateBounds_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::Array<int32_t>*, DLL2SDK::UnityEngine::UnityEngine::MeshTopology, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x4ADC118)(this, indices_, topology_, submesh_, calculateBounds_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::BuildSimpleBoneWeights_837()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4ADC190)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::RebuildBoneIndex_838(bool bUVForWeight_, bool needGPUSkin_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Transform*>* oldBones_, int32_t oldBoneSize_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Transform*>* newBones_, int32_t newBoneSize_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, bool, bool, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Transform*>*, int32_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Transform*>*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4ADC228)(this, bUVForWeight_, needGPUSkin_, oldBones_, oldBoneSize_, newBones_, newBoneSize_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::CreateGPUSkinMeshInfo_839(bool bUVForWeight_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, bool)>(DLL2SDK::GameAssemblyBase + 0x4ADC2D8)(this, bUVForWeight_);
}
DLL2SDK::UnityEngine::UnityEngine::Bounds DLL2SDK::UnityEngine::UnityEngine::Mesh::get_bounds_840()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Bounds(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4ADC378)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::set_bounds_841(DLL2SDK::UnityEngine::UnityEngine::Bounds value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::UnityEngine::UnityEngine::Bounds)>(DLL2SDK::GameAssemblyBase + 0x4ADC464)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::INTERNAL_get_bounds_842(DLL2SDK::UnityEngine::UnityEngine::Bounds* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::UnityEngine::UnityEngine::Bounds*)>(DLL2SDK::GameAssemblyBase + 0x4ADC3C4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::INTERNAL_set_bounds_843(DLL2SDK::UnityEngine::UnityEngine::Bounds* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::UnityEngine::UnityEngine::Bounds*)>(DLL2SDK::GameAssemblyBase + 0x4ADC48C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::RecalculateBounds_844()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4ADC52C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::RecalculateNormals_845()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4ADC5C4)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Mesh::get_vertexCount_846()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4ADC65C)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Mesh::get_subMeshCount_847()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4ADC6F4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::set_subMeshCount_848(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4ADC78C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::CombineMeshes_849(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::CombineInstance>* combine_, bool mergeSubMeshes_, bool useMatrices_, bool hasLightmapData_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::CombineInstance>*, bool, bool, bool)>(DLL2SDK::GameAssemblyBase + 0x4ADC82C)(this, combine_, mergeSubMeshes_, useMatrices_, hasLightmapData_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::CombineMeshes_850(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::CombineInstance>* combine_, bool mergeSubMeshes_, bool useMatrices_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::CombineInstance>*, bool, bool)>(DLL2SDK::GameAssemblyBase + 0x4ADC8E8)(this, combine_, mergeSubMeshes_, useMatrices_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::CombineMeshes_851(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::CombineInstance>* combine_, bool mergeSubMeshes_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::CombineInstance>*, bool)>(DLL2SDK::GameAssemblyBase + 0x4ADC908)(this, combine_, mergeSubMeshes_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::BoneWeight>* DLL2SDK::UnityEngine::UnityEngine::Mesh::get_boneWeights_852()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::BoneWeight>*(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4ADC92C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::set_boneWeights_853(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::BoneWeight>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::BoneWeight>*)>(DLL2SDK::GameAssemblyBase + 0x4ADC9C4)(this, value_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>* DLL2SDK::UnityEngine::UnityEngine::Mesh::get_bindposes_854()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>*(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4ADCA64)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::set_bindposes_855(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>*)>(DLL2SDK::GameAssemblyBase + 0x4ADCAFC)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::MarkDynamic_856()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4ADCB9C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::UploadMeshData_857(bool markNoLogerReadable_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, bool)>(DLL2SDK::GameAssemblyBase + 0x4ADCC34)(this, markNoLogerReadable_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::set_enableChannelCulling_858(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x4ADCCD4)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::set_enableUnloadCollisionOnlyMeshData_859(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x4ADCD6C)(value_);
}
DLL2SDK::UnityEngine::UnityEngine::Mesh_InternalShaderChannel DLL2SDK::UnityEngine::UnityEngine::Mesh::GetUVChannel_860(int32_t uvIndex_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Mesh_InternalShaderChannel(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4ADCE04)(this, uvIndex_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Mesh::DefaultDimensionForChannel_861(DLL2SDK::UnityEngine::UnityEngine::Mesh_InternalShaderChannel channel_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh_InternalShaderChannel)>(DLL2SDK::GameAssemblyBase + 0x4ADCECC)(channel_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Mesh::SafeLength_864(DLL2SDK::mscorlib::System::Array* values_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::mscorlib::System::Array*)>(DLL2SDK::GameAssemblyBase + 0x4ADBFEC)(this, values_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::SetSizedArrayForChannel_866(DLL2SDK::UnityEngine::UnityEngine::Mesh_InternalShaderChannel channel_, DLL2SDK::UnityEngine::UnityEngine::Mesh_InternalVertexChannelType format_, int32_t dim_, DLL2SDK::mscorlib::System::Array* values_, int32_t valuesCount_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::UnityEngine::UnityEngine::Mesh_InternalShaderChannel, DLL2SDK::UnityEngine::UnityEngine::Mesh_InternalVertexChannelType, int32_t, DLL2SDK::mscorlib::System::Array*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4ADCFB8)(this, channel_, format_, dim_, values_, valuesCount_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>* DLL2SDK::UnityEngine::UnityEngine::Mesh::get_vertices_871()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>*(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4ADD020)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::set_vertices_872(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>*)>(DLL2SDK::GameAssemblyBase + 0x4ADD0A8)(this, value_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>* DLL2SDK::UnityEngine::UnityEngine::Mesh::get_normals_873()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>*(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4ADD138)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::set_normals_874(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>*)>(DLL2SDK::GameAssemblyBase + 0x4ADD1C0)(this, value_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector4>* DLL2SDK::UnityEngine::UnityEngine::Mesh::get_tangents_875()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector4>*(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4ADD250)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::set_tangents_876(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector4>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector4>*)>(DLL2SDK::GameAssemblyBase + 0x4ADD2D8)(this, value_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector2>* DLL2SDK::UnityEngine::UnityEngine::Mesh::get_uv_877()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector2>*(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4ADD368)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::set_uv_878(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector2>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector2>*)>(DLL2SDK::GameAssemblyBase + 0x4ADD3F0)(this, value_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector2>* DLL2SDK::UnityEngine::UnityEngine::Mesh::get_uv2_879()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector2>*(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4ADD480)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::set_uv2_880(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector2>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector2>*)>(DLL2SDK::GameAssemblyBase + 0x4ADD508)(this, value_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector2>* DLL2SDK::UnityEngine::UnityEngine::Mesh::get_uv3_881()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector2>*(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4ADD598)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::set_uv3_882(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector2>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector2>*)>(DLL2SDK::GameAssemblyBase + 0x4ADD620)(this, value_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector2>* DLL2SDK::UnityEngine::UnityEngine::Mesh::get_uv4_883()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector2>*(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4ADD6B0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::set_uv4_884(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector2>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector2>*)>(DLL2SDK::GameAssemblyBase + 0x4ADD738)(this, value_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color>* DLL2SDK::UnityEngine::UnityEngine::Mesh::get_colors_885()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color>*(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4ADD7C8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::set_colors_886(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color>*)>(DLL2SDK::GameAssemblyBase + 0x4ADD850)(this, value_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color32>* DLL2SDK::UnityEngine::UnityEngine::Mesh::get_colors32_887()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color32>*(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4ADD8E0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::set_colors32_888(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color32>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color32>*)>(DLL2SDK::GameAssemblyBase + 0x4ADD97C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::SetVertices_889(DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector3>* inVertices_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector3>*)>(DLL2SDK::GameAssemblyBase + 0x4ADDA20)(this, inVertices_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::SetNormals_890(DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector3>* inNormals_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector3>*)>(DLL2SDK::GameAssemblyBase + 0x4ADDAB0)(this, inNormals_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::SetTangents_891(DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector4>* inTangents_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector4>*)>(DLL2SDK::GameAssemblyBase + 0x4ADDB40)(this, inTangents_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::SetColors_892(DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Color>* inColors_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Color>*)>(DLL2SDK::GameAssemblyBase + 0x4ADDBD0)(this, inColors_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::SetColors_893(DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Color32>* inColors_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Color32>*)>(DLL2SDK::GameAssemblyBase + 0x4ADDC60)(this, inColors_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::SetVertexDatas_894(DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector3>* inVertices_, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector3>* inNormals_, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector4>* inTangents_, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Color>* inColors_, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector2>* uvs_, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector2>* uvs2_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector3>*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector3>*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector4>*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Color>*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector2>*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector2>*)>(DLL2SDK::GameAssemblyBase + 0x4ADDD04)(this, inVertices_, inNormals_, inTangents_, inColors_, uvs_, uvs2_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::SetUVs_896(int32_t channel_, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector2>* uvs_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector2>*)>(DLL2SDK::GameAssemblyBase + 0x4ADDE30)(this, channel_, uvs_);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::SetUVs_897(int32_t channel_, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector4>* uvs_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector4>*)>(DLL2SDK::GameAssemblyBase + 0x4ADDED4)(this, channel_, uvs_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Mesh::CheckCanAccessSubmesh_898(int32_t submesh_, bool errorAboutTriangles_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x4ADDF78)(this, submesh_, errorAboutTriangles_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Mesh::CheckCanAccessSubmeshTriangles_899(int32_t submesh_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4ADBFE4)(this, submesh_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Mesh::CheckCanAccessSubmeshIndices_900(int32_t submesh_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4ADC188)(this, submesh_);
}
DLL2SDK::Array<int32_t>* DLL2SDK::UnityEngine::UnityEngine::Mesh::get_triangles_901()
{
return reinterpret_cast<DLL2SDK::Array<int32_t>*(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4ADDFE4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Mesh::set_triangles_902(DLL2SDK::Array<int32_t>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::Array<int32_t>*)>(DLL2SDK::GameAssemblyBase + 0x4ADE09C)(this, value_);
}
DLL2SDK::Array<int32_t>* DLL2SDK::UnityEngine::UnityEngine::Mesh::GetTriangles_903(int32_t submesh_)
{
return reinterpret_cast<DLL2SDK::Array<int32_t>*(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4ADE108)(this, submesh_);
}
DLL2SDK::Array<int32_t>* DLL2SDK::UnityEngine::UnityEngine::Mesh::GetIndices_904(int32_t submesh_)
{
return reinterpret_cast<DLL2SDK::Array<int32_t>*(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4ADE1C4)(this, submesh_);
}
DLL2SDK::UnityEngine::UnityEngine::Mesh* DLL2SDK::UnityEngine::UnityEngine::CombineInstanceHelper::GetMesh_805(int32_t instanceID_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Mesh*(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DC6B68)(instanceID_);
}
void DLL2SDK::UnityEngine::UnityEngine::Application::add_lowMemory_747(DLL2SDK::UnityEngine::UnityEngine::Application_LowMemoryCallback* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Application_LowMemoryCallback*)>(DLL2SDK::GameAssemblyBase + 0x463F86C)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Application::remove_lowMemory_748(DLL2SDK::UnityEngine::UnityEngine::Application_LowMemoryCallback* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Application_LowMemoryCallback*)>(DLL2SDK::GameAssemblyBase + 0x463FA4C)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Application::CallLowMemory_749()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x463FC2C)();
}
void DLL2SDK::UnityEngine::UnityEngine::Application::Quit_750()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x463FD4C)();
}
bool DLL2SDK::UnityEngine::UnityEngine::Application::CanStreamedLevelBeLoadedByName_751(DLL2SDK::mscorlib::System::String* levelName_)
{
return reinterpret_cast<bool(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x463FDDC)(levelName_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Application::CanStreamedLevelBeLoaded_752(int32_t levelIndex_)
{
return reinterpret_cast<bool(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x463FE74)(levelIndex_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Application::CanStreamedLevelBeLoaded_753(DLL2SDK::mscorlib::System::String* levelName_)
{
return reinterpret_cast<bool(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x463FF0C)(levelName_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Application::get_isPlaying_754()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x463FF10)();
}
bool DLL2SDK::UnityEngine::UnityEngine::Application::get_isEditor_755()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x463FFA0)();
}
DLL2SDK::UnityEngine::UnityEngine::RuntimePlatform DLL2SDK::UnityEngine::UnityEngine::Application::get_platform_756()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RuntimePlatform(*)()>(DLL2SDK::GameAssemblyBase + 0x4640030)();
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Application::get_buildGUID_757()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)()>(DLL2SDK::GameAssemblyBase + 0x46400C0)();
}
void DLL2SDK::UnityEngine::UnityEngine::Application::CaptureScreenshot_758(DLL2SDK::mscorlib::System::String* filename_, int32_t superSize_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4640150)(filename_, superSize_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Application::get_SRGB_759()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x46401F0)();
}
void DLL2SDK::UnityEngine::UnityEngine::Application::set_runInBackground_760(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x4640280)(value_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Application::get_dataPath_761()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)()>(DLL2SDK::GameAssemblyBase + 0x4640318)();
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Application::get_streamingAssetsPath_762()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)()>(DLL2SDK::GameAssemblyBase + 0x46403A8)();
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Application::get_persistentDataPath_763()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)()>(DLL2SDK::GameAssemblyBase + 0x4640438)();
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Application::get_temporaryCachePath_764()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)()>(DLL2SDK::GameAssemblyBase + 0x46404C8)();
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Application::get_unityVersion_765()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)()>(DLL2SDK::GameAssemblyBase + 0x4640558)();
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Application::get_version_766()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)()>(DLL2SDK::GameAssemblyBase + 0x46405E8)();
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Application::get_installerName_767()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)()>(DLL2SDK::GameAssemblyBase + 0x4640678)();
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Application::get_identifier_768()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)()>(DLL2SDK::GameAssemblyBase + 0x4640708)();
}
DLL2SDK::UnityEngine::UnityEngine::ApplicationInstallMode DLL2SDK::UnityEngine::UnityEngine::Application::get_installMode_769()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::ApplicationInstallMode(*)()>(DLL2SDK::GameAssemblyBase + 0x4640798)();
}
DLL2SDK::UnityEngine::UnityEngine::ApplicationSandboxType DLL2SDK::UnityEngine::UnityEngine::Application::get_sandboxType_770()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::ApplicationSandboxType(*)()>(DLL2SDK::GameAssemblyBase + 0x4640828)();
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Application::get_productName_771()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)()>(DLL2SDK::GameAssemblyBase + 0x46408B8)();
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Application::get_companyName_772()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)()>(DLL2SDK::GameAssemblyBase + 0x4640948)();
}
void DLL2SDK::UnityEngine::UnityEngine::Application::OpenURL_773(DLL2SDK::mscorlib::System::String* url_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x46409D8)(url_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Application::get_targetFrameRate_774()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4640A70)();
}
void DLL2SDK::UnityEngine::UnityEngine::Application::set_targetFrameRate_775(int32_t value_)
{
return reinterpret_cast<void(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4640B00)(value_);
}
DLL2SDK::UnityEngine::UnityEngine::SystemLanguage DLL2SDK::UnityEngine::UnityEngine::Application::get_systemLanguage_776()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::SystemLanguage(*)()>(DLL2SDK::GameAssemblyBase + 0x4640B98)();
}
void DLL2SDK::UnityEngine::UnityEngine::Application::add_logMessageReceived_777(DLL2SDK::UnityEngine::UnityEngine::Application_LogCallback* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Application_LogCallback*)>(DLL2SDK::GameAssemblyBase + 0x4640C28)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Application::remove_logMessageReceived_778(DLL2SDK::UnityEngine::UnityEngine::Application_LogCallback* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Application_LogCallback*)>(DLL2SDK::GameAssemblyBase + 0x4640E6C)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Application::add_logMessageReceivedThreaded_779(DLL2SDK::UnityEngine::UnityEngine::Application_LogCallback* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Application_LogCallback*)>(DLL2SDK::GameAssemblyBase + 0x4641010)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Application::remove_logMessageReceivedThreaded_780(DLL2SDK::UnityEngine::UnityEngine::Application_LogCallback* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Application_LogCallback*)>(DLL2SDK::GameAssemblyBase + 0x46411BC)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Application::CallLogCallback_781(DLL2SDK::mscorlib::System::String* logString_, DLL2SDK::mscorlib::System::String* stackTrace_, DLL2SDK::UnityEngine::UnityEngine::LogType type_, bool invokedOnMainThread_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::LogType, bool)>(DLL2SDK::GameAssemblyBase + 0x4641360)(logString_, stackTrace_, type_, invokedOnMainThread_);
}
void DLL2SDK::UnityEngine::UnityEngine::Application::SetLogCallbackDefined_782(bool defined_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x4640DD4)(defined_);
}
void DLL2SDK::UnityEngine::UnityEngine::Application::add_shaderCompileCallbackHandlerThreaded_783(DLL2SDK::UnityEngine::UnityEngine::Application_ShaderCompileCallback* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Application_ShaderCompileCallback*)>(DLL2SDK::GameAssemblyBase + 0x464153C)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Application::remove_shaderCompileCallbackHandlerThreaded_784(DLL2SDK::UnityEngine::UnityEngine::Application_ShaderCompileCallback* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Application_ShaderCompileCallback*)>(DLL2SDK::GameAssemblyBase + 0x4641780)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Application::CallShaderCompileCallback_785(DLL2SDK::mscorlib::System::String* shaderName_, DLL2SDK::mscorlib::System::String* passName_, int32_t passType_, DLL2SDK::mscorlib::System::String* stageType_, DLL2SDK::mscorlib::System::String* keywords_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*, int32_t, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4641924)(shaderName_, passName_, passType_, stageType_, keywords_);
}
void DLL2SDK::UnityEngine::UnityEngine::Application::SetShaderCompileCallbackDefined_786(bool defined_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x46416E8)(defined_);
}
void DLL2SDK::UnityEngine::UnityEngine::Application::SetStackTraceLogType_787(DLL2SDK::UnityEngine::UnityEngine::LogType logType_, DLL2SDK::UnityEngine::UnityEngine::StackTraceLogType stackTraceType_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::LogType, DLL2SDK::UnityEngine::UnityEngine::StackTraceLogType)>(DLL2SDK::GameAssemblyBase + 0x4641ADC)(logType_, stackTraceType_);
}
DLL2SDK::UnityEngine::UnityEngine::ThreadPriority DLL2SDK::UnityEngine::UnityEngine::Application::get_backgroundLoadingPriority_788()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::ThreadPriority(*)()>(DLL2SDK::GameAssemblyBase + 0x4641B7C)();
}
void DLL2SDK::UnityEngine::UnityEngine::Application::set_backgroundLoadingPriority_789(DLL2SDK::UnityEngine::UnityEngine::ThreadPriority value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ThreadPriority)>(DLL2SDK::GameAssemblyBase + 0x4641C0C)(value_);
}
DLL2SDK::UnityEngine::UnityEngine::NetworkReachability DLL2SDK::UnityEngine::UnityEngine::Application::get_internetReachability_790()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::NetworkReachability(*)()>(DLL2SDK::GameAssemblyBase + 0x4641CA4)();
}
bool DLL2SDK::UnityEngine::UnityEngine::Application::get_genuine_791()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4641D34)();
}
bool DLL2SDK::UnityEngine::UnityEngine::Application::get_genuineCheckAvailable_792()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4641DC4)();
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::NetworkViewID::Internal_GetString_718(DLL2SDK::UnityEngine::UnityEngine::NetworkViewID value_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::NetworkViewID)>(DLL2SDK::GameAssemblyBase + 0x4AE3120)(value_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::NetworkViewID::INTERNAL_CALL_Internal_GetString_719(DLL2SDK::UnityEngine::UnityEngine::NetworkViewID* value_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::NetworkViewID*)>(DLL2SDK::GameAssemblyBase + 0x4AE3140)(value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::NetworkViewID::Internal_Compare_720(DLL2SDK::UnityEngine::UnityEngine::NetworkViewID lhs_, DLL2SDK::UnityEngine::UnityEngine::NetworkViewID rhs_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::NetworkViewID, DLL2SDK::UnityEngine::UnityEngine::NetworkViewID)>(DLL2SDK::GameAssemblyBase + 0x4AE31D8)(lhs_, rhs_);
}
bool DLL2SDK::UnityEngine::UnityEngine::NetworkViewID::INTERNAL_CALL_Internal_Compare_721(DLL2SDK::UnityEngine::UnityEngine::NetworkViewID* lhs_, DLL2SDK::UnityEngine::UnityEngine::NetworkViewID* rhs_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::NetworkViewID*, DLL2SDK::UnityEngine::UnityEngine::NetworkViewID*)>(DLL2SDK::GameAssemblyBase + 0x4AE3218)(lhs_, rhs_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::NetworkViewID::GetHashCode_722()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::NetworkViewID*)>(DLL2SDK::GameAssemblyBase + 0x4AE32B8)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::NetworkViewID::Equals_723(DLL2SDK::mscorlib::System::Object* other_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::NetworkViewID*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4AE33A0)(this, other_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::NetworkViewID::ToString_724()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::NetworkViewID*)>(DLL2SDK::GameAssemblyBase + 0x4AE33A8)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::NetworkPlayer::GetHashCode_715()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::NetworkPlayer*)>(DLL2SDK::GameAssemblyBase + 0x4AE304C)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::NetworkPlayer::Equals_716(DLL2SDK::mscorlib::System::Object* other_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::NetworkPlayer*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4AE310C)(this, other_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::NetworkPlayer::ToString_717()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::NetworkPlayer*)>(DLL2SDK::GameAssemblyBase + 0x4AE3114)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::RPC::_ctor_743()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RPC*)>(DLL2SDK::GameAssemblyBase + 0x4EA35E8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::BitStream::Serializeb_725(int32_t* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::BitStream*, int32_t*)>(DLL2SDK::GameAssemblyBase + 0x46457A8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::BitStream::Serializec_726(wchar_t* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::BitStream*, wchar_t*)>(DLL2SDK::GameAssemblyBase + 0x4645848)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::BitStream::Serializei_727(int32_t* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::BitStream*, int32_t*)>(DLL2SDK::GameAssemblyBase + 0x46458E8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::BitStream::Serializef_728(float* value_, float maximumDelta_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::BitStream*, float*, float)>(DLL2SDK::GameAssemblyBase + 0x4645988)(this, value_, maximumDelta_);
}
void DLL2SDK::UnityEngine::UnityEngine::BitStream::Serializeq_729(DLL2SDK::UnityEngine::UnityEngine::Quaternion* value_, float maximumDelta_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::BitStream*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*, float)>(DLL2SDK::GameAssemblyBase + 0x4645A30)(this, value_, maximumDelta_);
}
void DLL2SDK::UnityEngine::UnityEngine::BitStream::INTERNAL_CALL_Serializeq_730(DLL2SDK::UnityEngine::UnityEngine::BitStream* self_, DLL2SDK::UnityEngine::UnityEngine::Quaternion* value_, float maximumDelta_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::BitStream*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*, float)>(DLL2SDK::GameAssemblyBase + 0x4645A54)(self_, value_, maximumDelta_);
}
void DLL2SDK::UnityEngine::UnityEngine::BitStream::Serializev_731(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_, float maximumDelta_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::BitStream*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, float)>(DLL2SDK::GameAssemblyBase + 0x4645AFC)(this, value_, maximumDelta_);
}
void DLL2SDK::UnityEngine::UnityEngine::BitStream::INTERNAL_CALL_Serializev_732(DLL2SDK::UnityEngine::UnityEngine::BitStream* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* value_, float maximumDelta_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::BitStream*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, float)>(DLL2SDK::GameAssemblyBase + 0x4645B20)(self_, value_, maximumDelta_);
}
void DLL2SDK::UnityEngine::UnityEngine::BitStream::Serialize_733(bool* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::BitStream*, bool*)>(DLL2SDK::GameAssemblyBase + 0x4645BC8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::BitStream::Serialize_734(wchar_t* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::BitStream*, wchar_t*)>(DLL2SDK::GameAssemblyBase + 0x4645C08)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::BitStream::Serialize_735(int32_t* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::BitStream*, int32_t*)>(DLL2SDK::GameAssemblyBase + 0x4645C0C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::BitStream::Serialize_736(float* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::BitStream*, float*)>(DLL2SDK::GameAssemblyBase + 0x4645C10)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::BitStream::Serialize_737(float* value_, float maxDelta_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::BitStream*, float*, float)>(DLL2SDK::GameAssemblyBase + 0x4645C1C)(this, value_, maxDelta_);
}
void DLL2SDK::UnityEngine::UnityEngine::BitStream::Serialize_738(DLL2SDK::UnityEngine::UnityEngine::Quaternion* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::BitStream*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4645C20)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::BitStream::Serialize_739(DLL2SDK::UnityEngine::UnityEngine::Quaternion* value_, float maxDelta_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::BitStream*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*, float)>(DLL2SDK::GameAssemblyBase + 0x4645C48)(this, value_, maxDelta_);
}
void DLL2SDK::UnityEngine::UnityEngine::BitStream::Serialize_740(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::BitStream*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4645C6C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::BitStream::Serialize_741(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_, float maxDelta_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::BitStream*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, float)>(DLL2SDK::GameAssemblyBase + 0x4645C94)(this, value_, maxDelta_);
}
bool DLL2SDK::UnityEngine::UnityEngine::BitStream::get_isWriting_742()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::BitStream*)>(DLL2SDK::GameAssemblyBase + 0x4645CB8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Compass::_ctor_669()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Compass*)>(DLL2SDK::GameAssemblyBase + 0x4DC6DE8)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Compass::get_rawVector_670()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Compass*)>(DLL2SDK::GameAssemblyBase + 0x4DC6DF0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Compass::INTERNAL_get_rawVector_671(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Compass*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4DC6E38)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Compass::set_enabled_672(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Compass*, bool)>(DLL2SDK::GameAssemblyBase + 0x4DC6ED8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Gyroscope::_ctor_660(int32_t index_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Gyroscope*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x472F168)(this, index_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Gyroscope::rotationRateUnbiased_Internal_661(int32_t idx_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x472F188)(idx_);
}
void DLL2SDK::UnityEngine::UnityEngine::Gyroscope::INTERNAL_CALL_rotationRateUnbiased_Internal_662(int32_t idx_, DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x472F1D0)(idx_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::UnityEngine::UnityEngine::Gyroscope::attitude_Internal_663(int32_t idx_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Quaternion(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x472F270)(idx_);
}
void DLL2SDK::UnityEngine::UnityEngine::Gyroscope::INTERNAL_CALL_attitude_Internal_664(int32_t idx_, DLL2SDK::UnityEngine::UnityEngine::Quaternion* value_)
{
return reinterpret_cast<void(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x472F2A8)(idx_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Gyroscope::setEnabled_Internal_665(int32_t idx_, bool enabled_)
{
return reinterpret_cast<void(*)(int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x472F348)(idx_, enabled_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Gyroscope::get_rotationRateUnbiased_666()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Gyroscope*)>(DLL2SDK::GameAssemblyBase + 0x472F3E8)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::UnityEngine::UnityEngine::Gyroscope::get_attitude_667()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Quaternion(*)(DLL2SDK::UnityEngine::UnityEngine::Gyroscope*)>(DLL2SDK::GameAssemblyBase + 0x472F448)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Gyroscope::set_enabled_668(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Gyroscope*, bool)>(DLL2SDK::GameAssemblyBase + 0x472F490)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Coroutine::_ctor_644()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Coroutine*)>(DLL2SDK::GameAssemblyBase + 0x4DC93E8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Coroutine::ReleaseCoroutine_645()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Coroutine*)>(DLL2SDK::GameAssemblyBase + 0x4DC93F0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Coroutine::Finalize_646()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[1];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Coroutine*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::WaitUntil::_ctor_642(DLL2SDK::System_Core::System::Func_1<bool>* predicate_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WaitUntil*, DLL2SDK::System_Core::System::Func_1<bool>*)>(DLL2SDK::GameAssemblyBase + 0x4D72BF0)(this, predicate_);
}
bool DLL2SDK::UnityEngine::UnityEngine::WaitUntil::get_keepWaiting_643()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::WaitUntil*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::WaitWhile::_ctor_640(DLL2SDK::System_Core::System::Func_1<bool>* predicate_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WaitWhile*, DLL2SDK::System_Core::System::Func_1<bool>*)>(DLL2SDK::GameAssemblyBase + 0x4D72CAC)(this, predicate_);
}
bool DLL2SDK::UnityEngine::UnityEngine::WaitWhile::get_keepWaiting_641()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::WaitWhile*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::WaitForEndOfFrame::_ctor_634()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WaitForEndOfFrame*)>(DLL2SDK::GameAssemblyBase + 0x4D72B38)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::WaitForFixedUpdate::_ctor_633()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WaitForFixedUpdate*)>(DLL2SDK::GameAssemblyBase + 0x4D72B48)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::WaitForSeconds::_ctor_632(float seconds_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WaitForSeconds*, float)>(DLL2SDK::GameAssemblyBase + 0x4D72B6C)(this, seconds_);
}
float DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_batteryLevel_581()
{
return reinterpret_cast<float(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB1A78)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_executableSizeMB_582()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB1B08)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_footPrintSizeMB_583()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB1B98)();
}
DLL2SDK::UnityEngine::UnityEngine::BatteryStatus DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_batteryStatus_584()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::BatteryStatus(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB1C28)();
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_operatingSystem_585()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB1CB8)();
}
DLL2SDK::UnityEngine::UnityEngine::OperatingSystemFamily DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_operatingSystemFamily_586()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::OperatingSystemFamily(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB1D48)();
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_processorType_587()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB1DD8)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_processorFrequency_588()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB1E68)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_processorCount_589()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB1EF8)();
}
void DLL2SDK::UnityEngine::UnityEngine::SystemInfo::PrintMemoryStats_590()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB1F88)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_systemMemorySize_591()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB2018)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_graphicsMemorySize_592()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB20A8)();
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_graphicsDeviceName_593()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB2138)();
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_graphicsDeviceVendor_594()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB21C8)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_graphicsDeviceID_595()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB2258)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_graphicsDeviceVendorID_596()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB22E8)();
}
DLL2SDK::UnityEngine::UnityEngine::Rendering::GraphicsDeviceType DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_graphicsDeviceType_597()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rendering::GraphicsDeviceType(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB2378)();
}
bool DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_graphicsUVStartsAtTop_598()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB2408)();
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_graphicsDeviceVersion_599()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB2498)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_graphicsShaderLevel_600()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB2528)();
}
bool DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_graphicsMultiThreaded_601()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB25B8)();
}
bool DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_supportsShadows_602()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB2648)();
}
bool DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_supportsRawShadowDepthSampling_603()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB26D8)();
}
bool DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_supportsRenderTextures_604()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB2768)();
}
bool DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_supportsRenderToCubemap_605()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB27F8)();
}
bool DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_supportsImageEffects_606()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB2888)();
}
bool DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_supports3DTextures_607()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB2918)();
}
bool DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_supports2DArrayTextures_608()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB29A8)();
}
bool DLL2SDK::UnityEngine::UnityEngine::SystemInfo::commonSupportsQuery_609(DLL2SDK::mscorlib::System::String* str_)
{
return reinterpret_cast<bool(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4EB2A38)(str_);
}
bool DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_supports3DRenderTextures_610()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB2AD0)();
}
bool DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_supportsCubemapArrayTextures_611()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB2B60)();
}
DLL2SDK::UnityEngine::UnityEngine::Rendering::CopyTextureSupport DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_copyTextureSupport_612()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rendering::CopyTextureSupport(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB2BF0)();
}
bool DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_supportsComputeShaders_613()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB2C80)();
}
bool DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_supportsInstancing_614()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB2D10)();
}
bool DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_supportsVertexAttributeInstancing_615()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB2DA0)();
}
bool DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_supportsSparseTextures_616()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB2E30)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_supportedRenderTargetCount_617()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB2EC0)();
}
bool DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_usesReversedZBuffer_618()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB2F50)();
}
bool DLL2SDK::UnityEngine::UnityEngine::SystemInfo::SupportsRenderTextureFormat_619(DLL2SDK::UnityEngine::UnityEngine::RenderTextureFormat format_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTextureFormat)>(DLL2SDK::GameAssemblyBase + 0x4EB2FE0)(format_);
}
bool DLL2SDK::UnityEngine::UnityEngine::SystemInfo::SupportsTextureFormat_620(DLL2SDK::UnityEngine::UnityEngine::TextureFormat format_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::TextureFormat)>(DLL2SDK::GameAssemblyBase + 0x4EB3078)(format_);
}
DLL2SDK::UnityEngine::UnityEngine::NPOTSupport DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_npotSupport_621()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::NPOTSupport(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB3110)();
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_deviceName_622()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB31A0)();
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_deviceModel_623()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB3230)();
}
bool DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_supportsGyroscope_624()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB32C0)();
}
DLL2SDK::UnityEngine::UnityEngine::DeviceType DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_deviceType_625()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::DeviceType(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB3350)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_maxTextureSize_626()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB33E0)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_maxCubemapSize_627()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB3470)();
}
bool DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_supportsAsyncCompute_628()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB3500)();
}
bool DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_supportsGPUFence_629()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB3590)();
}
bool DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_supportsAsyncGPUReadback_630()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB3620)();
}
bool DLL2SDK::UnityEngine::UnityEngine::SystemInfo::get_supportsMipStreaming_631()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4EB36B0)();
}
DLL2SDK::UnityEngine::UnityEngine::AssetBundleCreateRequest* DLL2SDK::UnityEngine::UnityEngine::AssetBundle::LoadFromFileAsync_572(DLL2SDK::mscorlib::System::String* path_, uint32_t crc_, uint64_t offset_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AssetBundleCreateRequest*(*)(DLL2SDK::mscorlib::System::String*, uint32_t, uint64_t)>(DLL2SDK::GameAssemblyBase + 0x4642188)(path_, crc_, offset_);
}
DLL2SDK::UnityEngine::UnityEngine::AssetBundle* DLL2SDK::UnityEngine::UnityEngine::AssetBundle::LoadFromFile_573(DLL2SDK::mscorlib::System::String* path_, uint32_t crc_, uint64_t offset_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AssetBundle*(*)(DLL2SDK::mscorlib::System::String*, uint32_t, uint64_t)>(DLL2SDK::GameAssemblyBase + 0x4642238)(path_, crc_, offset_);
}
DLL2SDK::UnityEngine::UnityEngine::Object* DLL2SDK::UnityEngine::UnityEngine::AssetBundle::LoadAsset_575(DLL2SDK::mscorlib::System::String* name_, DLL2SDK::mscorlib::System::Type* type_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Object*(*)(DLL2SDK::UnityEngine::UnityEngine::AssetBundle*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x46422E8)(this, name_, type_);
}
DLL2SDK::UnityEngine::UnityEngine::Object* DLL2SDK::UnityEngine::UnityEngine::AssetBundle::LoadAsset_Internal_576(DLL2SDK::mscorlib::System::String* name_, DLL2SDK::mscorlib::System::Type* type_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Object*(*)(DLL2SDK::UnityEngine::UnityEngine::AssetBundle*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x4642444)(this, name_, type_);
}
DLL2SDK::UnityEngine::UnityEngine::AssetBundleRequest* DLL2SDK::UnityEngine::UnityEngine::AssetBundle::LoadAssetAsync_577(DLL2SDK::mscorlib::System::String* name_, DLL2SDK::mscorlib::System::Type* type_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AssetBundleRequest*(*)(DLL2SDK::UnityEngine::UnityEngine::AssetBundle*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x46424EC)(this, name_, type_);
}
DLL2SDK::UnityEngine::UnityEngine::AssetBundleRequest* DLL2SDK::UnityEngine::UnityEngine::AssetBundle::LoadAssetAsync_Internal_578(DLL2SDK::mscorlib::System::String* name_, DLL2SDK::mscorlib::System::Type* type_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AssetBundleRequest*(*)(DLL2SDK::UnityEngine::UnityEngine::AssetBundle*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::Type*)>(DLL2SDK::GameAssemblyBase + 0x4642648)(this, name_, type_);
}
void DLL2SDK::UnityEngine::UnityEngine::AssetBundle::Unload_579(bool unloadAllLoadedObjects_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AssetBundle*, bool)>(DLL2SDK::GameAssemblyBase + 0x46426F0)(this, unloadAllLoadedObjects_);
}
void DLL2SDK::UnityEngine::UnityEngine::AssetBundle::set_enableOptimiseSerializedFileCache_580(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x4642790)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AssetBundleRequest::_ctor_569()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AssetBundleRequest*)>(DLL2SDK::GameAssemblyBase + 0x4642ABC)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Object* DLL2SDK::UnityEngine::UnityEngine::AssetBundleRequest::get_asset_570()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Object*(*)(DLL2SDK::UnityEngine::UnityEngine::AssetBundleRequest*)>(DLL2SDK::GameAssemblyBase + 0x4642AC4)(this);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Object*>* DLL2SDK::UnityEngine::UnityEngine::AssetBundleRequest::get_allAssets_571()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Object*>*(*)(DLL2SDK::UnityEngine::UnityEngine::AssetBundleRequest*)>(DLL2SDK::GameAssemblyBase + 0x4642B5C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AssetBundleCreateRequest::_ctor_566()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AssetBundleCreateRequest*)>(DLL2SDK::GameAssemblyBase + 0x4642828)(this);
}
DLL2SDK::UnityEngine::UnityEngine::AssetBundle* DLL2SDK::UnityEngine::UnityEngine::AssetBundleCreateRequest::get_assetBundle_567()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AssetBundle*(*)(DLL2SDK::UnityEngine::UnityEngine::AssetBundleCreateRequest*)>(DLL2SDK::GameAssemblyBase + 0x4642838)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AssetBundleCreateRequest::DisableCompatibilityChecks_568()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AssetBundleCreateRequest*)>(DLL2SDK::GameAssemblyBase + 0x46428D0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::ImageEffectTransformsToLDR::_ctor_565()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ImageEffectTransformsToLDR*)>(DLL2SDK::GameAssemblyBase + 0x472FE84)(this);
}
DLL2SDK::Array<uint8_t>* DLL2SDK::UnityEngine::UnityEngine::StaticBatchRenderer::get_matIndexes_560()
{
return reinterpret_cast<DLL2SDK::Array<uint8_t>*(*)(DLL2SDK::UnityEngine::UnityEngine::StaticBatchRenderer*)>(DLL2SDK::GameAssemblyBase + 0x4EB0810)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::StaticBatchRenderer::set_matIndexes_561(DLL2SDK::Array<uint8_t>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::StaticBatchRenderer*, DLL2SDK::Array<uint8_t>*)>(DLL2SDK::GameAssemblyBase + 0x4EB08A8)(this, value_);
}
uint8_t DLL2SDK::UnityEngine::UnityEngine::StaticBatchRenderer::get_SubMeshMatCount_562()
{
return reinterpret_cast<uint8_t(*)(DLL2SDK::UnityEngine::UnityEngine::StaticBatchRenderer*)>(DLL2SDK::GameAssemblyBase + 0x4EB0948)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::StaticBatchRenderer::SetSubMeshMatIndexesAndCount_563(DLL2SDK::Array<uint8_t>* matIndexes_, uint8_t subMeshMatCount_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::StaticBatchRenderer*, DLL2SDK::Array<uint8_t>*, uint8_t)>(DLL2SDK::GameAssemblyBase + 0x4EB09E0)(this, matIndexes_, subMeshMatCount_);
}
void DLL2SDK::UnityEngine::UnityEngine::StaticBatchRenderer::set_ignorePerformRendering_564(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::StaticBatchRenderer*, bool)>(DLL2SDK::GameAssemblyBase + 0x4EB0A88)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::HierarchicalInstancedMeshBatchRenderer::AddRenderer_559(DLL2SDK::UnityEngine::UnityEngine::HierarchicalInstancedMeshRenderer* renderer_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::HierarchicalInstancedMeshBatchRenderer*, DLL2SDK::UnityEngine::UnityEngine::HierarchicalInstancedMeshRenderer*)>(DLL2SDK::GameAssemblyBase + 0x472F5D0)(this, renderer_);
}
void DLL2SDK::UnityEngine::UnityEngine::HierarchicalInstancedMeshRenderer::set_preferVertexAttributeInstancing_554(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::HierarchicalInstancedMeshRenderer*, bool)>(DLL2SDK::GameAssemblyBase + 0x472F670)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::HierarchicalInstancedMeshRenderer::set_forceLODLevel_555(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::HierarchicalInstancedMeshRenderer*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x472F710)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::HierarchicalInstancedMeshRenderer::set_instanceDataValueRange_556(int32_t value_)
{
return reinterpret_cast<void(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x472F7B0)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::HierarchicalInstancedMeshRenderer::set_enableLowQualitySettings_557(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x472F848)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::HierarchicalInstancedMeshRenderer::SetLayerSpecifiedLODBias_558(int32_t layer_, float lodBias_)
{
return reinterpret_cast<void(*)(int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x472F8E0)(layer_, lodBias_);
}
void DLL2SDK::UnityEngine::UnityEngine::MeshRenderer::set_additionalVertexStreams_547(DLL2SDK::UnityEngine::UnityEngine::Mesh* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MeshRenderer*, DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4ADEED0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::MeshRenderer::set_ignorePerformRendering_548(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MeshRenderer*, bool)>(DLL2SDK::GameAssemblyBase + 0x4ADEF70)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::MeshRenderer::set_overrideLocalAABB_549(DLL2SDK::UnityEngine::UnityEngine::Bounds value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MeshRenderer*, DLL2SDK::UnityEngine::UnityEngine::Bounds)>(DLL2SDK::GameAssemblyBase + 0x4ADF010)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::MeshRenderer::INTERNAL_set_overrideLocalAABB_550(DLL2SDK::UnityEngine::UnityEngine::Bounds* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MeshRenderer*, DLL2SDK::UnityEngine::UnityEngine::Bounds*)>(DLL2SDK::GameAssemblyBase + 0x4ADF038)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::MeshRenderer::set_FixedBound_551(DLL2SDK::UnityEngine::UnityEngine::Bounds value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MeshRenderer*, DLL2SDK::UnityEngine::UnityEngine::Bounds)>(DLL2SDK::GameAssemblyBase + 0x4ADF0D8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::MeshRenderer::INTERNAL_set_FixedBound_552(DLL2SDK::UnityEngine::UnityEngine::Bounds* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MeshRenderer*, DLL2SDK::UnityEngine::UnityEngine::Bounds*)>(DLL2SDK::GameAssemblyBase + 0x4ADF100)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::MeshRenderer::set_UseFixedBound_553(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MeshRenderer*, bool)>(DLL2SDK::GameAssemblyBase + 0x4ADF1A0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GL::Vertex3_524(float x_, float y_, float z_)
{
return reinterpret_cast<void(*)(float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4705B68)(x_, y_, z_);
}
void DLL2SDK::UnityEngine::UnityEngine::GL::Vertex_525(DLL2SDK::UnityEngine::UnityEngine::Vector3 v_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4705C10)(v_);
}
void DLL2SDK::UnityEngine::UnityEngine::GL::INTERNAL_CALL_Vertex_526(DLL2SDK::UnityEngine::UnityEngine::Vector3* v_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4705C30)(v_);
}
void DLL2SDK::UnityEngine::UnityEngine::GL::TexCoord2_527(float x_, float y_)
{
return reinterpret_cast<void(*)(float, float)>(DLL2SDK::GameAssemblyBase + 0x4705CC8)(x_, y_);
}
void DLL2SDK::UnityEngine::UnityEngine::GL::MultiTexCoord2_528(int32_t unit_, float x_, float y_)
{
return reinterpret_cast<void(*)(int32_t, float, float)>(DLL2SDK::GameAssemblyBase + 0x4705D68)(unit_, x_, y_);
}
void DLL2SDK::UnityEngine::UnityEngine::GL::BeginInternal_529(int32_t mode_)
{
return reinterpret_cast<void(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4705E10)(mode_);
}
void DLL2SDK::UnityEngine::UnityEngine::GL::Begin_530(int32_t mode_)
{
return reinterpret_cast<void(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4705EA8)(mode_);
}
void DLL2SDK::UnityEngine::UnityEngine::GL::End_531()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4705EAC)();
}
void DLL2SDK::UnityEngine::UnityEngine::GL::PushMatrix_532()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4705F3C)();
}
void DLL2SDK::UnityEngine::UnityEngine::GL::PopMatrix_533()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4705FCC)();
}
void DLL2SDK::UnityEngine::UnityEngine::GL::LoadOrtho_534()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x470605C)();
}
void DLL2SDK::UnityEngine::UnityEngine::GL::LoadPixelMatrixArgs_535(float left_, float right_, float bottom_, float top_)
{
return reinterpret_cast<void(*)(float, float, float, float)>(DLL2SDK::GameAssemblyBase + 0x47060EC)(left_, right_, bottom_, top_);
}
void DLL2SDK::UnityEngine::UnityEngine::GL::LoadPixelMatrix_536(float left_, float right_, float bottom_, float top_)
{
return reinterpret_cast<void(*)(float, float, float, float)>(DLL2SDK::GameAssemblyBase + 0x47061A4)(left_, right_, bottom_, top_);
}
void DLL2SDK::UnityEngine::UnityEngine::GL::LoadProjectionMatrix_537(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 mat_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4)>(DLL2SDK::GameAssemblyBase + 0x47061C4)(mat_);
}
void DLL2SDK::UnityEngine::UnityEngine::GL::INTERNAL_CALL_LoadProjectionMatrix_538(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4* mat_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*)>(DLL2SDK::GameAssemblyBase + 0x470623C)(mat_);
}
void DLL2SDK::UnityEngine::UnityEngine::GL::set_invertCulling_539(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x47062D4)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GL::Clear_540(bool clearDepth_, bool clearColor_, DLL2SDK::UnityEngine::UnityEngine::Color backgroundColor_)
{
return reinterpret_cast<void(*)(bool, bool, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x470636C)(clearDepth_, clearColor_, backgroundColor_);
}
void DLL2SDK::UnityEngine::UnityEngine::GL::Clear_541(bool clearDepth_, bool clearColor_, DLL2SDK::UnityEngine::UnityEngine::Color backgroundColor_, float depth_)
{
return reinterpret_cast<void(*)(bool, bool, DLL2SDK::UnityEngine::UnityEngine::Color, float)>(DLL2SDK::GameAssemblyBase + 0x47063AC)(clearDepth_, clearColor_, backgroundColor_, depth_);
}
void DLL2SDK::UnityEngine::UnityEngine::GL::Internal_Clear_542(bool clearDepth_, bool clearColor_, DLL2SDK::UnityEngine::UnityEngine::Color backgroundColor_, float depth_)
{
return reinterpret_cast<void(*)(bool, bool, DLL2SDK::UnityEngine::UnityEngine::Color, float)>(DLL2SDK::GameAssemblyBase + 0x47063EC)(clearDepth_, clearColor_, backgroundColor_, depth_);
}
void DLL2SDK::UnityEngine::UnityEngine::GL::INTERNAL_CALL_Internal_Clear_543(bool clearDepth_, bool clearColor_, DLL2SDK::UnityEngine::UnityEngine::Color* backgroundColor_, float depth_)
{
return reinterpret_cast<void(*)(bool, bool, DLL2SDK::UnityEngine::UnityEngine::Color*, float)>(DLL2SDK::GameAssemblyBase + 0x470642C)(clearDepth_, clearColor_, backgroundColor_, depth_);
}
void DLL2SDK::UnityEngine::UnityEngine::GL::InvalidateState_544()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x47064E4)();
}
void DLL2SDK::UnityEngine::UnityEngine::GL::IssuePluginEvent_545(intptr_t callback_, int32_t eventID_)
{
return reinterpret_cast<void(*)(intptr_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4706574)(callback_, eventID_);
}
void DLL2SDK::UnityEngine::UnityEngine::GL::IssuePluginEventInternal_546(intptr_t callback_, int32_t eventID_)
{
return reinterpret_cast<void(*)(intptr_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4706670)(callback_, eventID_);
}
DLL2SDK::UnityEngine::UnityEngine::Resolution DLL2SDK::UnityEngine::UnityEngine::Screen::get_currentResolution_510()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Resolution(*)()>(DLL2SDK::GameAssemblyBase + 0x4EA5BF8)();
}
void DLL2SDK::UnityEngine::UnityEngine::Screen::SetResolution_511(int32_t width_, int32_t height_, bool fullscreen_, int32_t preferredRefreshRate_)
{
return reinterpret_cast<void(*)(int32_t, int32_t, bool, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4EA5C88)(width_, height_, fullscreen_, preferredRefreshRate_);
}
void DLL2SDK::UnityEngine::UnityEngine::Screen::SetResolution_512(int32_t width_, int32_t height_, bool fullscreen_)
{
return reinterpret_cast<void(*)(int32_t, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x4EA5D38)(width_, height_, fullscreen_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Screen::get_width_513()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4EA5D58)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Screen::get_height_514()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4EA5DE8)();
}
float DLL2SDK::UnityEngine::UnityEngine::Screen::get_dpi_515()
{
return reinterpret_cast<float(*)()>(DLL2SDK::GameAssemblyBase + 0x4EA5E78)();
}
bool DLL2SDK::UnityEngine::UnityEngine::Screen::get_fullScreen_516()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4EA5F08)();
}
void DLL2SDK::UnityEngine::UnityEngine::Screen::set_autorotateToPortrait_517(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x4EA5F98)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Screen::set_autorotateToPortraitUpsideDown_518(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x4EA6030)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Screen::set_autorotateToLandscapeLeft_519(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x4EA60C8)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Screen::set_autorotateToLandscapeRight_520(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x4EA6160)(value_);
}
DLL2SDK::UnityEngine::UnityEngine::ScreenOrientation DLL2SDK::UnityEngine::UnityEngine::Screen::get_orientation_521()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::ScreenOrientation(*)()>(DLL2SDK::GameAssemblyBase + 0x4EA61F8)();
}
void DLL2SDK::UnityEngine::UnityEngine::Screen::set_orientation_522(DLL2SDK::UnityEngine::UnityEngine::ScreenOrientation value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ScreenOrientation)>(DLL2SDK::GameAssemblyBase + 0x4EA6288)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Screen::set_sleepTimeout_523(int32_t value_)
{
return reinterpret_cast<void(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4EA6320)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GeometryUtility::Internal_ExtractPlanes_499(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Plane>* planes_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 worldToProjectionMatrix_)
{
return reinterpret_cast<void(*)(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Plane>*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4)>(DLL2SDK::GameAssemblyBase + 0x4704608)(planes_, worldToProjectionMatrix_);
}
void DLL2SDK::UnityEngine::UnityEngine::GeometryUtility::INTERNAL_CALL_Internal_ExtractPlanes_500(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Plane>* planes_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4* worldToProjectionMatrix_)
{
return reinterpret_cast<void(*)(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Plane>*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*)>(DLL2SDK::GameAssemblyBase + 0x470468C)(planes_, worldToProjectionMatrix_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GeometryUtility::TestPlanesAABB_501(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Plane>* planes_, DLL2SDK::UnityEngine::UnityEngine::Bounds bounds_)
{
return reinterpret_cast<bool(*)(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Plane>*, DLL2SDK::UnityEngine::UnityEngine::Bounds)>(DLL2SDK::GameAssemblyBase + 0x470472C)(planes_, bounds_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GeometryUtility::INTERNAL_CALL_TestPlanesAABB_502(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Plane>* planes_, DLL2SDK::UnityEngine::UnityEngine::Bounds* bounds_)
{
return reinterpret_cast<bool(*)(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Plane>*, DLL2SDK::UnityEngine::UnityEngine::Bounds*)>(DLL2SDK::GameAssemblyBase + 0x4704760)(planes_, bounds_);
}
DLL2SDK::UnityEngine::UnityEngine::Bounds DLL2SDK::UnityEngine::UnityEngine::GeometryUtility::Internal_CalculateBounds_503(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>* positions_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 transform_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Bounds(*)(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4)>(DLL2SDK::GameAssemblyBase + 0x4704800)(positions_, transform_);
}
void DLL2SDK::UnityEngine::UnityEngine::GeometryUtility::INTERNAL_CALL_Internal_CalculateBounds_504(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>* positions_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4* transform_, DLL2SDK::UnityEngine::UnityEngine::Bounds* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*, DLL2SDK::UnityEngine::UnityEngine::Bounds*)>(DLL2SDK::GameAssemblyBase + 0x47048B4)(positions_, transform_, value_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Plane>* DLL2SDK::UnityEngine::UnityEngine::GeometryUtility::CalculateFrustumPlanes_505(DLL2SDK::UnityEngine::UnityEngine::Camera* camera_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Plane>*(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x470495C)(camera_);
}
void DLL2SDK::UnityEngine::UnityEngine::GeometryUtility::CalculateFrustumPlanes_506(DLL2SDK::UnityEngine::UnityEngine::Camera* camera_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Plane>* planes_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Camera*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Plane>*)>(DLL2SDK::GameAssemblyBase + 0x4704D10)(camera_, planes_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Plane>* DLL2SDK::UnityEngine::UnityEngine::GeometryUtility::CalculateFrustumPlanes_507(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 worldToProjectionMatrix_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Plane>*(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4)>(DLL2SDK::GameAssemblyBase + 0x4704BD0)(worldToProjectionMatrix_);
}
void DLL2SDK::UnityEngine::UnityEngine::GeometryUtility::CalculateFrustumPlanes_508(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 worldToProjectionMatrix_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Plane>* planes_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Matrix4x4, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Plane>*)>(DLL2SDK::GameAssemblyBase + 0x4704F94)(worldToProjectionMatrix_, planes_);
}
DLL2SDK::UnityEngine::UnityEngine::Bounds DLL2SDK::UnityEngine::UnityEngine::GeometryUtility::CalculateBounds_509(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>* positions_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 transform_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Bounds(*)(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4)>(DLL2SDK::GameAssemblyBase + 0x470501C)(positions_, transform_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::LightmapData*>* DLL2SDK::UnityEngine::UnityEngine::LightmapSettings::get_lightmaps_491()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::LightmapData*>*(*)()>(DLL2SDK::GameAssemblyBase + 0x4735290)();
}
void DLL2SDK::UnityEngine::UnityEngine::LightmapSettings::set_lightmaps_492(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::LightmapData*>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::LightmapData*>*)>(DLL2SDK::GameAssemblyBase + 0x4735320)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::LightmapSettings::set_lightmapsMode_493(DLL2SDK::UnityEngine::UnityEngine::LightmapsMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::LightmapsMode)>(DLL2SDK::GameAssemblyBase + 0x47353B8)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::LightmapSettings::AddLightProbesStreamable_494(DLL2SDK::UnityEngine::UnityEngine::LightProbes* lightProbes_, DLL2SDK::UnityEngine::UnityEngine::Transform* transform_, DLL2SDK::UnityEngine::UnityEngine::Bounds localAABB_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::LightProbes*, DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Bounds)>(DLL2SDK::GameAssemblyBase + 0x4735450)(lightProbes_, transform_, localAABB_);
}
void DLL2SDK::UnityEngine::UnityEngine::LightmapSettings::INTERNAL_CALL_AddLightProbesStreamable_495(DLL2SDK::UnityEngine::UnityEngine::LightProbes* lightProbes_, DLL2SDK::UnityEngine::UnityEngine::Transform* transform_, DLL2SDK::UnityEngine::UnityEngine::Bounds* localAABB_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::LightProbes*, DLL2SDK::UnityEngine::UnityEngine::Transform*, DLL2SDK::UnityEngine::UnityEngine::Bounds*)>(DLL2SDK::GameAssemblyBase + 0x4735494)(lightProbes_, transform_, localAABB_);
}
void DLL2SDK::UnityEngine::UnityEngine::LightmapSettings::RemoveLightProbesStreamable_496(DLL2SDK::UnityEngine::UnityEngine::Transform* transform_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x473553C)(transform_);
}
void DLL2SDK::UnityEngine::UnityEngine::LightmapSettings::set_lightProbesStreamableFadeFactor_497(float value_)
{
return reinterpret_cast<void(*)(float)>(DLL2SDK::GameAssemblyBase + 0x47355D4)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::LightmapSettings::set_useLightProbesStreamable_498(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x473566C)(value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::LightProbes::GetSimpleInterpolatedProbe_489(DLL2SDK::UnityEngine::UnityEngine::Vector3 position_, int32_t preTetIndex_, DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2* probe_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3, int32_t, DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2*)>(DLL2SDK::GameAssemblyBase + 0x4735704)(position_, preTetIndex_, probe_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::LightProbes::INTERNAL_CALL_GetSimpleInterpolatedProbe_490(DLL2SDK::UnityEngine::UnityEngine::Vector3* position_, int32_t preTetIndex_, DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2* probe_, bool useFade_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2*, bool)>(DLL2SDK::GameAssemblyBase + 0x4735740)(position_, preTetIndex_, probe_, useFade_);
}
void DLL2SDK::UnityEngine::UnityEngine::LightmapData::_ctor_482()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::LightmapData*)>(DLL2SDK::GameAssemblyBase + 0x4735258)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Texture2D* DLL2SDK::UnityEngine::UnityEngine::LightmapData::get_lightmapColor_483()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Texture2D*(*)(DLL2SDK::UnityEngine::UnityEngine::LightmapData*)>(DLL2SDK::GameAssemblyBase + 0x4735260)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::LightmapData::set_lightmapColor_484(DLL2SDK::UnityEngine::UnityEngine::Texture2D* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::LightmapData*, DLL2SDK::UnityEngine::UnityEngine::Texture2D*)>(DLL2SDK::GameAssemblyBase + 0x4735268)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Texture2D* DLL2SDK::UnityEngine::UnityEngine::LightmapData::get_lightmapDir_485()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Texture2D*(*)(DLL2SDK::UnityEngine::UnityEngine::LightmapData*)>(DLL2SDK::GameAssemblyBase + 0x4735270)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::LightmapData::set_lightmapDir_486(DLL2SDK::UnityEngine::UnityEngine::Texture2D* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::LightmapData*, DLL2SDK::UnityEngine::UnityEngine::Texture2D*)>(DLL2SDK::GameAssemblyBase + 0x4735278)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Texture2D* DLL2SDK::UnityEngine::UnityEngine::LightmapData::get_shadowMask_487()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Texture2D*(*)(DLL2SDK::UnityEngine::UnityEngine::LightmapData*)>(DLL2SDK::GameAssemblyBase + 0x4735280)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::LightmapData::set_shadowMask_488(DLL2SDK::UnityEngine::UnityEngine::Texture2D* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::LightmapData*, DLL2SDK::UnityEngine::UnityEngine::Texture2D*)>(DLL2SDK::GameAssemblyBase + 0x4735288)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::DrawMesh_428(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, DLL2SDK::UnityEngine::UnityEngine::Vector3 position_, DLL2SDK::UnityEngine::UnityEngine::Quaternion rotation_, DLL2SDK::UnityEngine::UnityEngine::Material* material_, int32_t layer_, DLL2SDK::UnityEngine::UnityEngine::Camera* camera_, int32_t submeshIndex_, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock* properties_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Quaternion, DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Camera*, int32_t, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*)>(DLL2SDK::GameAssemblyBase + 0x47075D4)(mesh_, position_, rotation_, material_, layer_, camera_, submeshIndex_, properties_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::DrawMesh_429(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, DLL2SDK::UnityEngine::UnityEngine::Vector3 position_, DLL2SDK::UnityEngine::UnityEngine::Quaternion rotation_, DLL2SDK::UnityEngine::UnityEngine::Material* material_, int32_t layer_, DLL2SDK::UnityEngine::UnityEngine::Camera* camera_, int32_t submeshIndex_, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock* properties_, bool castShadows_, bool receiveShadows_, bool useLightProbes_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Quaternion, DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Camera*, int32_t, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, bool, bool, bool)>(DLL2SDK::GameAssemblyBase + 0x47076E8)(mesh_, position_, rotation_, material_, layer_, camera_, submeshIndex_, properties_, castShadows_, receiveShadows_, useLightProbes_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::DrawMesh_430(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, DLL2SDK::UnityEngine::UnityEngine::Vector3 position_, DLL2SDK::UnityEngine::UnityEngine::Quaternion rotation_, DLL2SDK::UnityEngine::UnityEngine::Material* material_, int32_t layer_, DLL2SDK::UnityEngine::UnityEngine::Camera* camera_, int32_t submeshIndex_, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock* properties_, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode castShadows_, bool receiveShadows_, DLL2SDK::UnityEngine::UnityEngine::Transform* probeAnchor_, bool useLightProbes_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Quaternion, DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Camera*, int32_t, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode, bool, DLL2SDK::UnityEngine::UnityEngine::Transform*, bool)>(DLL2SDK::GameAssemblyBase + 0x470781C)(mesh_, position_, rotation_, material_, layer_, camera_, submeshIndex_, properties_, castShadows_, receiveShadows_, probeAnchor_, useLightProbes_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::DrawMesh_431(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 matrix_, DLL2SDK::UnityEngine::UnityEngine::Material* material_, int32_t layer_, DLL2SDK::UnityEngine::UnityEngine::Camera* camera_, int32_t submeshIndex_, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock* properties_, bool castShadows_, bool receiveShadows_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4, DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Camera*, int32_t, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, bool, bool)>(DLL2SDK::GameAssemblyBase + 0x4707C6C)(mesh_, matrix_, material_, layer_, camera_, submeshIndex_, properties_, castShadows_, receiveShadows_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::DrawMesh_432(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 matrix_, DLL2SDK::UnityEngine::UnityEngine::Material* material_, int32_t layer_, DLL2SDK::UnityEngine::UnityEngine::Camera* camera_, int32_t submeshIndex_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4, DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Camera*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4707F88)(mesh_, matrix_, material_, layer_, camera_, submeshIndex_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::DrawMesh_433(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 matrix_, DLL2SDK::UnityEngine::UnityEngine::Material* material_, int32_t layer_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4, DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4708104)(mesh_, matrix_, material_, layer_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::DrawMesh_434(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 matrix_, DLL2SDK::UnityEngine::UnityEngine::Material* material_, int32_t layer_, DLL2SDK::UnityEngine::UnityEngine::Camera* camera_, int32_t submeshIndex_, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock* properties_, bool castShadows_, bool receiveShadows_, bool useLightProbes_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4, DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Camera*, int32_t, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, bool, bool, bool)>(DLL2SDK::GameAssemblyBase + 0x4707DF4)(mesh_, matrix_, material_, layer_, camera_, submeshIndex_, properties_, castShadows_, receiveShadows_, useLightProbes_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::Internal_DrawMeshMatrix_435(DLL2SDK::UnityEngine::UnityEngine::Internal_DrawMeshMatrixArguments* arguments_, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock* properties_, DLL2SDK::UnityEngine::UnityEngine::Material* material_, DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, DLL2SDK::UnityEngine::UnityEngine::Camera* camera_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Internal_DrawMeshMatrixArguments*, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x4708280)(arguments_, properties_, material_, mesh_, camera_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::Internal_DrawMeshNow2_436(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, int32_t subsetIndex_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 matrix_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4)>(DLL2SDK::GameAssemblyBase + 0x4708338)(mesh_, subsetIndex_, matrix_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::INTERNAL_CALL_Internal_DrawMeshNow2_437(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, int32_t subsetIndex_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4* matrix_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*)>(DLL2SDK::GameAssemblyBase + 0x4708450)(mesh_, subsetIndex_, matrix_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Graphics::Internal_GetMaxDrawMeshInstanceCount_438()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x47084F8)();
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::DrawMeshInstanced_439(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, int32_t submeshIndex_, DLL2SDK::UnityEngine::UnityEngine::Material* material_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>* matrices_, int32_t count_, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock* properties_, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode castShadows_, bool receiveShadows_, int32_t layer_, DLL2SDK::UnityEngine::UnityEngine::Camera* camera_, bool ignorePerformanceRendering_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>*, int32_t, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode, bool, int32_t, DLL2SDK::UnityEngine::UnityEngine::Camera*, bool)>(DLL2SDK::GameAssemblyBase + 0x4708588)(mesh_, submeshIndex_, material_, matrices_, count_, properties_, castShadows_, receiveShadows_, layer_, camera_, ignorePerformanceRendering_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::DrawMeshInstanced_440(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, int32_t submeshIndex_, DLL2SDK::UnityEngine::UnityEngine::Material* material_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>* matrices_, int32_t count_, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock* properties_, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode castShadows_, bool receiveShadows_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>*, int32_t, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode, bool)>(DLL2SDK::GameAssemblyBase + 0x47087A0)(mesh_, submeshIndex_, material_, matrices_, count_, properties_, castShadows_, receiveShadows_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::DrawMeshInstanced_441(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, int32_t submeshIndex_, DLL2SDK::UnityEngine::UnityEngine::Material* material_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>* matrices_, int32_t count_, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock* properties_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>*, int32_t, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*)>(DLL2SDK::GameAssemblyBase + 0x4708898)(mesh_, submeshIndex_, material_, matrices_, count_, properties_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::DrawMeshInstanced_442(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, int32_t submeshIndex_, DLL2SDK::UnityEngine::UnityEngine::Material* material_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>* matrices_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>*)>(DLL2SDK::GameAssemblyBase + 0x4708984)(mesh_, submeshIndex_, material_, matrices_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::DrawMeshInstanced_443(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, int32_t submeshIndex_, DLL2SDK::UnityEngine::UnityEngine::Material* material_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>* matrices_, int32_t count_, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock* properties_, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode castShadows_, bool receiveShadows_, int32_t layer_, DLL2SDK::UnityEngine::UnityEngine::Camera* camera_, bool ignorePerformanceRendering_, int32_t debugIndex_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>*, int32_t, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode, bool, int32_t, DLL2SDK::UnityEngine::UnityEngine::Camera*, bool, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4708694)(mesh_, submeshIndex_, material_, matrices_, count_, properties_, castShadows_, receiveShadows_, layer_, camera_, ignorePerformanceRendering_, debugIndex_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::DrawMeshInstanced_444(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, int32_t submeshIndex_, DLL2SDK::UnityEngine::UnityEngine::Material* material_, DLL2SDK::UnityEngine::UnityEngine::Bounds bounds_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>* matrices_, int32_t count_, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock* properties_, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode castShadows_, bool receiveShadows_, int32_t layer_, DLL2SDK::UnityEngine::UnityEngine::Camera* camera_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::UnityEngine::UnityEngine::Bounds, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>*, int32_t, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode, bool, int32_t, DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x470927C)(mesh_, submeshIndex_, material_, bounds_, matrices_, count_, properties_, castShadows_, receiveShadows_, layer_, camera_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::DrawMeshInstanced_445(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, int32_t submeshIndex_, DLL2SDK::UnityEngine::UnityEngine::Material* material_, DLL2SDK::UnityEngine::UnityEngine::Bounds bounds_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>* matrices_, int32_t count_, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock* properties_, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode castShadows_, bool receiveShadows_, int32_t layer_, DLL2SDK::UnityEngine::UnityEngine::Camera* camera_, bool ignorePerformanceRendering_, int32_t debugIndex_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::UnityEngine::UnityEngine::Bounds, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>*, int32_t, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode, bool, int32_t, DLL2SDK::UnityEngine::UnityEngine::Camera*, bool, int32_t)>(DLL2SDK::GameAssemblyBase + 0x47093AC)(mesh_, submeshIndex_, material_, bounds_, matrices_, count_, properties_, castShadows_, receiveShadows_, layer_, camera_, ignorePerformanceRendering_, debugIndex_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::DrawMeshInstancedWithShaderPass_446(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, int32_t submeshIndex_, DLL2SDK::UnityEngine::UnityEngine::Material* material_, int32_t passTypeMask_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>* matrices_, int32_t count_, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock* properties_, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode castShadows_, bool receiveShadows_, int32_t layer_, DLL2SDK::UnityEngine::UnityEngine::Camera* camera_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>*, int32_t, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode, bool, int32_t, DLL2SDK::UnityEngine::UnityEngine::Camera*)>(DLL2SDK::GameAssemblyBase + 0x47097F0)(mesh_, submeshIndex_, material_, passTypeMask_, matrices_, count_, properties_, castShadows_, receiveShadows_, layer_, camera_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::DrawMeshInstancedWithShaderPass_447(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, int32_t submeshIndex_, DLL2SDK::UnityEngine::UnityEngine::Material* material_, int32_t passTypeMask_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>* matrices_, int32_t count_, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock* properties_, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode castShadows_, bool receiveShadows_, int32_t layer_, DLL2SDK::UnityEngine::UnityEngine::Camera* camera_, bool ignorePerformanceRendering_, int32_t debugIndex_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>*, int32_t, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode, bool, int32_t, DLL2SDK::UnityEngine::UnityEngine::Camera*, bool, int32_t)>(DLL2SDK::GameAssemblyBase + 0x47098F0)(mesh_, submeshIndex_, material_, passTypeMask_, matrices_, count_, properties_, castShadows_, receiveShadows_, layer_, camera_, ignorePerformanceRendering_, debugIndex_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::Internal_DrawMeshInstanced_448(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, int32_t submeshIndex_, DLL2SDK::UnityEngine::UnityEngine::Material* material_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>* matrices_, int32_t count_, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock* properties_, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode castShadows_, bool receiveShadows_, int32_t layer_, DLL2SDK::UnityEngine::UnityEngine::Camera* camera_, bool ignorePerformanceRendering_, int32_t debugIndex_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>*, int32_t, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode, bool, int32_t, DLL2SDK::UnityEngine::UnityEngine::Camera*, bool, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4709CAC)(mesh_, submeshIndex_, material_, matrices_, count_, properties_, castShadows_, receiveShadows_, layer_, camera_, ignorePerformanceRendering_, debugIndex_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::Internal_DrawMeshInstanced_449(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, int32_t submeshIndex_, DLL2SDK::UnityEngine::UnityEngine::Material* material_, DLL2SDK::UnityEngine::UnityEngine::Bounds bounds_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>* matrices_, int32_t count_, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock* properties_, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode castShadows_, bool receiveShadows_, int32_t layer_, DLL2SDK::UnityEngine::UnityEngine::Camera* camera_, bool ignorePerformanceRendering_, int32_t debugIndex_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::UnityEngine::UnityEngine::Bounds, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>*, int32_t, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode, bool, int32_t, DLL2SDK::UnityEngine::UnityEngine::Camera*, bool, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4709DC4)(mesh_, submeshIndex_, material_, bounds_, matrices_, count_, properties_, castShadows_, receiveShadows_, layer_, camera_, ignorePerformanceRendering_, debugIndex_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::INTERNAL_CALL_Internal_DrawMeshInstanced_450(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, int32_t submeshIndex_, DLL2SDK::UnityEngine::UnityEngine::Material* material_, DLL2SDK::UnityEngine::UnityEngine::Bounds* bounds_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>* matrices_, int32_t count_, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock* properties_, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode castShadows_, bool receiveShadows_, int32_t layer_, DLL2SDK::UnityEngine::UnityEngine::Camera* camera_, bool ignorePerformanceRendering_, int32_t debugIndex_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::UnityEngine::UnityEngine::Bounds*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>*, int32_t, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode, bool, int32_t, DLL2SDK::UnityEngine::UnityEngine::Camera*, bool, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4709ED8)(mesh_, submeshIndex_, material_, bounds_, matrices_, count_, properties_, castShadows_, receiveShadows_, layer_, camera_, ignorePerformanceRendering_, debugIndex_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::Internal_DrawMeshInstancedWithShaderPass_451(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, int32_t submeshIndex_, DLL2SDK::UnityEngine::UnityEngine::Material* material_, int32_t passTypeMask_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>* matrices_, int32_t count_, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock* properties_, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode castShadows_, bool receiveShadows_, int32_t layer_, DLL2SDK::UnityEngine::UnityEngine::Camera* camera_, bool ignorePerformanceRendering_, int32_t debugIndex_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>*, int32_t, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode, bool, int32_t, DLL2SDK::UnityEngine::UnityEngine::Camera*, bool, int32_t)>(DLL2SDK::GameAssemblyBase + 0x470A004)(mesh_, submeshIndex_, material_, passTypeMask_, matrices_, count_, properties_, castShadows_, receiveShadows_, layer_, camera_, ignorePerformanceRendering_, debugIndex_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::DrawTexture_452(DLL2SDK::UnityEngine::UnityEngine::Rect screenRect_, DLL2SDK::UnityEngine::UnityEngine::Texture* texture_, DLL2SDK::UnityEngine::UnityEngine::Rect sourceRect_, int32_t leftBorder_, int32_t rightBorder_, int32_t topBorder_, int32_t bottomBorder_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::Texture*, DLL2SDK::UnityEngine::UnityEngine::Rect, int32_t, int32_t, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x470A130)(screenRect_, texture_, sourceRect_, leftBorder_, rightBorder_, topBorder_, bottomBorder_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::DrawTexture_453(DLL2SDK::UnityEngine::UnityEngine::Rect screenRect_, DLL2SDK::UnityEngine::UnityEngine::Texture* texture_, DLL2SDK::UnityEngine::UnityEngine::Rect sourceRect_, int32_t leftBorder_, int32_t rightBorder_, int32_t topBorder_, int32_t bottomBorder_, DLL2SDK::UnityEngine::UnityEngine::Material* mat_, int32_t pass_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::Texture*, DLL2SDK::UnityEngine::UnityEngine::Rect, int32_t, int32_t, int32_t, int32_t, DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x470A244)(screenRect_, texture_, sourceRect_, leftBorder_, rightBorder_, topBorder_, bottomBorder_, mat_, pass_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::DrawTexture_454(DLL2SDK::UnityEngine::UnityEngine::Rect screenRect_, DLL2SDK::UnityEngine::UnityEngine::Texture* texture_, DLL2SDK::UnityEngine::UnityEngine::Rect sourceRect_, int32_t leftBorder_, int32_t rightBorder_, int32_t topBorder_, int32_t bottomBorder_, DLL2SDK::UnityEngine::UnityEngine::Color color_, DLL2SDK::UnityEngine::UnityEngine::Material* mat_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::Texture*, DLL2SDK::UnityEngine::UnityEngine::Rect, int32_t, int32_t, int32_t, int32_t, DLL2SDK::UnityEngine::UnityEngine::Color, DLL2SDK::UnityEngine::UnityEngine::Material*)>(DLL2SDK::GameAssemblyBase + 0x470A580)(screenRect_, texture_, sourceRect_, leftBorder_, rightBorder_, topBorder_, bottomBorder_, color_, mat_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::DrawTexture_455(DLL2SDK::UnityEngine::UnityEngine::Rect screenRect_, DLL2SDK::UnityEngine::UnityEngine::Texture* texture_, DLL2SDK::UnityEngine::UnityEngine::Rect sourceRect_, int32_t leftBorder_, int32_t rightBorder_, int32_t topBorder_, int32_t bottomBorder_, DLL2SDK::UnityEngine::UnityEngine::Color color_, DLL2SDK::UnityEngine::UnityEngine::Material* mat_, int32_t pass_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::Texture*, DLL2SDK::UnityEngine::UnityEngine::Rect, int32_t, int32_t, int32_t, int32_t, DLL2SDK::UnityEngine::UnityEngine::Color, DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x470A6D0)(screenRect_, texture_, sourceRect_, leftBorder_, rightBorder_, topBorder_, bottomBorder_, color_, mat_, pass_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::Internal_DrawTexture_456(DLL2SDK::UnityEngine::UnityEngine::Internal_DrawTextureArguments* args_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Internal_DrawTextureArguments*)>(DLL2SDK::GameAssemblyBase + 0x470A820)(args_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::Blit_457(DLL2SDK::UnityEngine::UnityEngine::Texture* source_, DLL2SDK::UnityEngine::UnityEngine::RenderTexture* dest_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture*, DLL2SDK::UnityEngine::UnityEngine::RenderTexture*)>(DLL2SDK::GameAssemblyBase + 0x470A8B8)(source_, dest_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::Blit_458(DLL2SDK::UnityEngine::UnityEngine::Texture* source_, DLL2SDK::UnityEngine::UnityEngine::RenderTexture* dest_, DLL2SDK::UnityEngine::UnityEngine::Material* mat_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture*, DLL2SDK::UnityEngine::UnityEngine::RenderTexture*, DLL2SDK::UnityEngine::UnityEngine::Material*)>(DLL2SDK::GameAssemblyBase + 0x470A958)(source_, dest_, mat_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::Blit_459(DLL2SDK::UnityEngine::UnityEngine::Texture* source_, DLL2SDK::UnityEngine::UnityEngine::RenderTexture* dest_, DLL2SDK::UnityEngine::UnityEngine::Material* mat_, int32_t pass_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture*, DLL2SDK::UnityEngine::UnityEngine::RenderTexture*, DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x470AA18)(source_, dest_, mat_, pass_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::Blit_460(DLL2SDK::UnityEngine::UnityEngine::Texture* source_, DLL2SDK::UnityEngine::UnityEngine::Material* mat_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture*, DLL2SDK::UnityEngine::UnityEngine::Material*)>(DLL2SDK::GameAssemblyBase + 0x470AB98)(source_, mat_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::Blit_461(DLL2SDK::UnityEngine::UnityEngine::Texture* source_, DLL2SDK::UnityEngine::UnityEngine::Material* mat_, int32_t pass_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture*, DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x470AC4C)(source_, mat_, pass_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::Internal_BlitMaterial_462(DLL2SDK::UnityEngine::UnityEngine::Texture* source_, DLL2SDK::UnityEngine::UnityEngine::RenderTexture* dest_, DLL2SDK::UnityEngine::UnityEngine::Material* mat_, int32_t pass_, bool setRT_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Texture*, DLL2SDK::UnityEngine::UnityEngine::RenderTexture*, DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x470AAE0)(source_, dest_, mat_, pass_, setRT_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::Internal_SetNullRT_463()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x470AD10)();
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::Internal_SetRTSimple_464(DLL2SDK::UnityEngine::UnityEngine::RenderBuffer* color_, DLL2SDK::UnityEngine::UnityEngine::RenderBuffer* depth_, int32_t mip_, DLL2SDK::UnityEngine::UnityEngine::CubemapFace face_, int32_t depthSlice_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderBuffer*, DLL2SDK::UnityEngine::UnityEngine::RenderBuffer*, int32_t, DLL2SDK::UnityEngine::UnityEngine::CubemapFace, int32_t)>(DLL2SDK::GameAssemblyBase + 0x470ADA0)(color_, depth_, mip_, face_, depthSlice_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::set_cascadedShadowMaps_465(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x470AE58)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::set_ignoreAdrenoShaderWorkarounds_466(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x470AEF0)(value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Graphics::get_enableMeshRendererVaInstancing_467()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x470AF88)();
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::set_enableMeshRendererVaInstancing_468(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x470B018)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::set_useAdrenoGLLinkProgramWorkaround_469(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x470B0B0)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::SetRenderTargetImpl_470(DLL2SDK::UnityEngine::UnityEngine::RenderBuffer colorBuffer_, DLL2SDK::UnityEngine::UnityEngine::RenderBuffer depthBuffer_, int32_t mipLevel_, DLL2SDK::UnityEngine::UnityEngine::CubemapFace face_, int32_t depthSlice_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderBuffer, DLL2SDK::UnityEngine::UnityEngine::RenderBuffer, int32_t, DLL2SDK::UnityEngine::UnityEngine::CubemapFace, int32_t)>(DLL2SDK::GameAssemblyBase + 0x470B148)(colorBuffer_, depthBuffer_, mipLevel_, face_, depthSlice_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::SetRenderTargetImpl_471(DLL2SDK::UnityEngine::UnityEngine::RenderTexture* rt_, int32_t mipLevel_, DLL2SDK::UnityEngine::UnityEngine::CubemapFace face_, int32_t depthSlice_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*, int32_t, DLL2SDK::UnityEngine::UnityEngine::CubemapFace, int32_t)>(DLL2SDK::GameAssemblyBase + 0x470B238)(rt_, mipLevel_, face_, depthSlice_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::SetRenderTarget_472(DLL2SDK::UnityEngine::UnityEngine::RenderTexture* rt_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*)>(DLL2SDK::GameAssemblyBase + 0x470B3C0)(rt_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::SetRenderTarget_473(DLL2SDK::UnityEngine::UnityEngine::RenderTexture* rt_, int32_t mipLevel_, DLL2SDK::UnityEngine::UnityEngine::CubemapFace face_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*, int32_t, DLL2SDK::UnityEngine::UnityEngine::CubemapFace)>(DLL2SDK::GameAssemblyBase + 0x470B478)(rt_, mipLevel_, face_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::DrawMeshImpl_474(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 matrix_, DLL2SDK::UnityEngine::UnityEngine::Material* material_, int32_t layer_, int32_t passTypeMask_, DLL2SDK::UnityEngine::UnityEngine::Camera* camera_, int32_t submeshIndex_, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock* properties_, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode castShadows_, bool receiveShadows_, DLL2SDK::UnityEngine::UnityEngine::Transform* probeAnchor_, bool useLightProbes_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4, DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, int32_t, DLL2SDK::UnityEngine::UnityEngine::Camera*, int32_t, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode, bool, DLL2SDK::UnityEngine::UnityEngine::Transform*, bool)>(DLL2SDK::GameAssemblyBase + 0x4707A20)(mesh_, matrix_, material_, layer_, passTypeMask_, camera_, submeshIndex_, properties_, castShadows_, receiveShadows_, probeAnchor_, useLightProbes_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::DrawTextureImpl_475(DLL2SDK::UnityEngine::UnityEngine::Rect screenRect_, DLL2SDK::UnityEngine::UnityEngine::Texture* texture_, DLL2SDK::UnityEngine::UnityEngine::Rect sourceRect_, int32_t leftBorder_, int32_t rightBorder_, int32_t topBorder_, int32_t bottomBorder_, DLL2SDK::UnityEngine::UnityEngine::Color color_, DLL2SDK::UnityEngine::UnityEngine::Material* mat_, int32_t pass_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::Texture*, DLL2SDK::UnityEngine::UnityEngine::Rect, int32_t, int32_t, int32_t, int32_t, DLL2SDK::UnityEngine::UnityEngine::Color, DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x470A3A0)(screenRect_, texture_, sourceRect_, leftBorder_, rightBorder_, topBorder_, bottomBorder_, color_, mat_, pass_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::DrawMeshNow_476(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 matrix_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4)>(DLL2SDK::GameAssemblyBase + 0x470B538)(mesh_, matrix_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::DrawMeshNow_477(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 matrix_, int32_t materialIndex_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4, int32_t)>(DLL2SDK::GameAssemblyBase + 0x470B68C)(mesh_, matrix_, materialIndex_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::DrawMeshInstancedImpl_478(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, int32_t submeshIndex_, DLL2SDK::UnityEngine::UnityEngine::Material* material_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>* matrices_, int32_t count_, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock* properties_, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode castShadows_, bool receiveShadows_, int32_t layer_, DLL2SDK::UnityEngine::UnityEngine::Camera* camera_, bool ignorePerformanceRendering_, int32_t debugIndex_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>*, int32_t, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode, bool, int32_t, DLL2SDK::UnityEngine::UnityEngine::Camera*, bool, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4708A84)(mesh_, submeshIndex_, material_, matrices_, count_, properties_, castShadows_, receiveShadows_, layer_, camera_, ignorePerformanceRendering_, debugIndex_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::DrawMeshInstancedImpl_479(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, int32_t submeshIndex_, DLL2SDK::UnityEngine::UnityEngine::Material* material_, DLL2SDK::UnityEngine::UnityEngine::Bounds bounds_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>* matrices_, int32_t count_, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock* properties_, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode castShadows_, bool receiveShadows_, int32_t layer_, DLL2SDK::UnityEngine::UnityEngine::Camera* camera_, bool ignorePerformanceRendering_, int32_t debugIndex_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Material*, DLL2SDK::UnityEngine::UnityEngine::Bounds, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>*, int32_t, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode, bool, int32_t, DLL2SDK::UnityEngine::UnityEngine::Camera*, bool, int32_t)>(DLL2SDK::GameAssemblyBase + 0x47094F4)(mesh_, submeshIndex_, material_, bounds_, matrices_, count_, properties_, castShadows_, receiveShadows_, layer_, camera_, ignorePerformanceRendering_, debugIndex_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::DrawMeshInstancedWithShaderPassImpl_480(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, int32_t submeshIndex_, DLL2SDK::UnityEngine::UnityEngine::Material* material_, int32_t passtTypeMask_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>* matrices_, int32_t count_, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock* properties_, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode castShadows_, bool receiveShadows_, int32_t layer_, DLL2SDK::UnityEngine::UnityEngine::Camera* camera_, bool ignorePerformanceRendering_, int32_t debugIndex_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Mesh*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>*, int32_t, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, DLL2SDK::UnityEngine::UnityEngine::Rendering::ShadowCastingMode, bool, int32_t, DLL2SDK::UnityEngine::UnityEngine::Camera*, bool, int32_t)>(DLL2SDK::GameAssemblyBase + 0x47099EC)(mesh_, submeshIndex_, material_, passtTypeMask_, matrices_, count_, properties_, castShadows_, receiveShadows_, layer_, camera_, ignorePerformanceRendering_, debugIndex_);
}
void DLL2SDK::UnityEngine::UnityEngine::Graphics::_cctor_481()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x470B7CC)();
}
void DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock::_ctor_406()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*)>(DLL2SDK::GameAssemblyBase + 0x4AD6130)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock::InitBlock_407()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*)>(DLL2SDK::GameAssemblyBase + 0x4AD6150)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock::DestroyBlock_408()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*)>(DLL2SDK::GameAssemblyBase + 0x4AD61E8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock::Finalize_409()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[1];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock::SetFloatImpl_410(int32_t nameID_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4AD62E4)(this, nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock::SetVectorImpl_411(int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Vector4 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Vector4)>(DLL2SDK::GameAssemblyBase + 0x4AD638C)(this, nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock::INTERNAL_CALL_SetVectorImpl_412(DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock* self_, int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Vector4* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Vector4*)>(DLL2SDK::GameAssemblyBase + 0x4AD63CC)(self_, nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock::SetTextureImpl_413(int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Texture* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x4AD6474)(this, nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock::SetColorImpl_414(int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4AD651C)(this, nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock::INTERNAL_CALL_SetColorImpl_415(DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock* self_, int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4AD655C)(self_, nameID_, value_);
}
DLL2SDK::mscorlib::System::Array* DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock::ExtractArrayFromList_416(DLL2SDK::mscorlib::System::Object* list_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Array*(*)(DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4AD6604)(list_);
}
void DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock::SetVectorArrayImpl_417(int32_t nameID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector4>* values_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, int32_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector4>*)>(DLL2SDK::GameAssemblyBase + 0x4AD669C)(this, nameID_, values_);
}
void DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock::SetFloat_418(DLL2SDK::mscorlib::System::String* name_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, DLL2SDK::mscorlib::System::String*, float)>(DLL2SDK::GameAssemblyBase + 0x4AD6744)(this, name_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock::SetFloat_419(int32_t nameID_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4AD6774)(this, nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock::SetVector_420(int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Vector4 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Vector4)>(DLL2SDK::GameAssemblyBase + 0x4AD6778)(this, nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock::SetColor_421(DLL2SDK::mscorlib::System::String* name_, DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4AD67B8)(this, name_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock::SetColor_422(int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4AD680C)(this, nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock::SetTexture_423(DLL2SDK::mscorlib::System::String* name_, DLL2SDK::UnityEngine::UnityEngine::Texture* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x4AD684C)(this, name_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock::SetTexture_424(int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Texture* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x4AD687C)(this, nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock::SetVectorArray_425(DLL2SDK::mscorlib::System::String* name_, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector4>* values_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector4>*)>(DLL2SDK::GameAssemblyBase + 0x4AD6A38)(this, name_, values_);
}
void DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock::SetVectorArray_426(int32_t nameID_, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector4>* values_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, int32_t, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::Vector4>*)>(DLL2SDK::GameAssemblyBase + 0x4AD6A68)(this, nameID_, values_);
}
void DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock::SetVectorArray_427(int32_t nameID_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector4>* values_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*, int32_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector4>*)>(DLL2SDK::GameAssemblyBase + 0x4AD6C10)(this, nameID_, values_);
}
void DLL2SDK::UnityEngine::UnityEngine::LineRenderer::set_startWidth_391(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::LineRenderer*, float)>(DLL2SDK::GameAssemblyBase + 0x47357F0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::LineRenderer::set_endWidth_392(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::LineRenderer*, float)>(DLL2SDK::GameAssemblyBase + 0x4735890)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::LineRenderer::set_widthMultiplier_393(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::LineRenderer*, float)>(DLL2SDK::GameAssemblyBase + 0x4735930)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::LineRenderer::set_startColor_394(DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::LineRenderer*, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x47359D0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::LineRenderer::INTERNAL_set_startColor_395(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::LineRenderer*, DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x47359F4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::LineRenderer::set_endColor_396(DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::LineRenderer*, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4735A94)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::LineRenderer::INTERNAL_set_endColor_397(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::LineRenderer*, DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4735AB8)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::LineRenderer::get_positionCount_398()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::LineRenderer*)>(DLL2SDK::GameAssemblyBase + 0x4735B58)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::LineRenderer::set_positionCount_399(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::LineRenderer*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4735BF0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::LineRenderer::SetPosition_400(int32_t index_, DLL2SDK::UnityEngine::UnityEngine::Vector3 position_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::LineRenderer*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4735C90)(this, index_, position_);
}
void DLL2SDK::UnityEngine::UnityEngine::LineRenderer::INTERNAL_CALL_SetPosition_401(DLL2SDK::UnityEngine::UnityEngine::LineRenderer* self_, int32_t index_, DLL2SDK::UnityEngine::UnityEngine::Vector3* position_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::LineRenderer*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4735CC4)(self_, index_, position_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::LineRenderer::GetPosition_402(int32_t index_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::LineRenderer*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4735D6C)(this, index_);
}
void DLL2SDK::UnityEngine::UnityEngine::LineRenderer::INTERNAL_CALL_GetPosition_403(DLL2SDK::UnityEngine::UnityEngine::LineRenderer* self_, int32_t index_, DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::LineRenderer*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4735DAC)(self_, index_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::LineRenderer::SetPositions_404(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>* positions_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::LineRenderer*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>*)>(DLL2SDK::GameAssemblyBase + 0x4735E54)(this, positions_);
}
void DLL2SDK::UnityEngine::UnityEngine::LineRenderer::SetColors_405(DLL2SDK::UnityEngine::UnityEngine::Color start_, DLL2SDK::UnityEngine::UnityEngine::Color end_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::LineRenderer*, DLL2SDK::UnityEngine::UnityEngine::Color, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4735EF4)(this, start_, end_);
}
DLL2SDK::UnityEngine::UnityEngine::Material* DLL2SDK::UnityEngine::UnityEngine::Skybox::get_material_348()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Material*(*)(DLL2SDK::UnityEngine::UnityEngine::Skybox*)>(DLL2SDK::GameAssemblyBase + 0x4EAB0B8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Skybox::set_material_349(DLL2SDK::UnityEngine::UnityEngine::Material* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Skybox*, DLL2SDK::UnityEngine::UnityEngine::Material*)>(DLL2SDK::GameAssemblyBase + 0x4EAB150)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::LensFlare::set_brightness_299(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::LensFlare*, float)>(DLL2SDK::GameAssemblyBase + 0x4732D30)(this, value_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Transform*>* DLL2SDK::UnityEngine::UnityEngine::SkinnedMeshRenderer::get_bones_292()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Transform*>*(*)(DLL2SDK::UnityEngine::UnityEngine::SkinnedMeshRenderer*)>(DLL2SDK::GameAssemblyBase + 0x4EAAC70)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::SkinnedMeshRenderer::set_bones_293(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Transform*>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SkinnedMeshRenderer*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Transform*>*)>(DLL2SDK::GameAssemblyBase + 0x4EAAD08)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Transform* DLL2SDK::UnityEngine::UnityEngine::SkinnedMeshRenderer::get_rootBone_294()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Transform*(*)(DLL2SDK::UnityEngine::UnityEngine::SkinnedMeshRenderer*)>(DLL2SDK::GameAssemblyBase + 0x4EAADA8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::SkinnedMeshRenderer::set_rootBone_295(DLL2SDK::UnityEngine::UnityEngine::Transform* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SkinnedMeshRenderer*, DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4EAAE40)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Mesh* DLL2SDK::UnityEngine::UnityEngine::SkinnedMeshRenderer::get_sharedMesh_296()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Mesh*(*)(DLL2SDK::UnityEngine::UnityEngine::SkinnedMeshRenderer*)>(DLL2SDK::GameAssemblyBase + 0x4EAAEE0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::SkinnedMeshRenderer::set_sharedMesh_297(DLL2SDK::UnityEngine::UnityEngine::Mesh* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SkinnedMeshRenderer*, DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4EAAF78)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::SkinnedMeshRenderer::set_ignorePerformRendering_298(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SkinnedMeshRenderer*, bool)>(DLL2SDK::GameAssemblyBase + 0x4EAB018)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GPUSkinModelComponent::set_executionOrder_280(int32_t value_)
{
return reinterpret_cast<void(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4706940)(value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GPUSkinModelComponent::get_isGpuSkinEnable_281()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::GPUSkinModelComponent*)>(DLL2SDK::GameAssemblyBase + 0x47069D8)(this);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Transform*>* DLL2SDK::UnityEngine::UnityEngine::GPUSkinModelComponent::get_AllBones_282()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Transform*>*(*)(DLL2SDK::UnityEngine::UnityEngine::GPUSkinModelComponent*)>(DLL2SDK::GameAssemblyBase + 0x4706A70)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GPUSkinModelComponent::set_AllBones_283(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Transform*>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GPUSkinModelComponent*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Transform*>*)>(DLL2SDK::GameAssemblyBase + 0x4706B08)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GPUSkinModelComponent::set_AllPaths_284(DLL2SDK::Array<DLL2SDK::mscorlib::System::String*>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GPUSkinModelComponent*, DLL2SDK::Array<DLL2SDK::mscorlib::System::String*>*)>(DLL2SDK::GameAssemblyBase + 0x4706BA8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GPUSkinModelComponent::set_AllBindPoses_285(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GPUSkinModelComponent*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Matrix4x4>*)>(DLL2SDK::GameAssemblyBase + 0x4706C48)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GPUSkinModelComponent::set_RuntimeAllBones_286(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Transform*>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GPUSkinModelComponent*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Transform*>*)>(DLL2SDK::GameAssemblyBase + 0x4706CE8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GPUSkinModelComponent::ClearRuntimeAllBones_287()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GPUSkinModelComponent*)>(DLL2SDK::GameAssemblyBase + 0x4706D88)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::GPUSkinModelComponent::AddGPUSkinData_288(DLL2SDK::UnityEngine::UnityEngine::Renderer* inMeshRenderer_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Transform*>* inBones_, int32_t size_, bool inIsAttach_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::GPUSkinModelComponent*, DLL2SDK::UnityEngine::UnityEngine::Renderer*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Transform*>*, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x4706E20)(this, inMeshRenderer_, inBones_, size_, inIsAttach_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GPUSkinModelComponent::AddGPUSkinData_289(DLL2SDK::UnityEngine::UnityEngine::Renderer* inMeshRenderer_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Transform*>* inBones_, int32_t size_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::GPUSkinModelComponent*, DLL2SDK::UnityEngine::UnityEngine::Renderer*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Transform*>*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4706EDC)(this, inMeshRenderer_, inBones_, size_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GPUSkinModelComponent::AddExtraMaterial_290(DLL2SDK::UnityEngine::UnityEngine::Renderer* inMeshRenderer_, DLL2SDK::UnityEngine::UnityEngine::Material* inMaterial_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::GPUSkinModelComponent*, DLL2SDK::UnityEngine::UnityEngine::Renderer*, DLL2SDK::UnityEngine::UnityEngine::Material*)>(DLL2SDK::GameAssemblyBase + 0x4706EFC)(this, inMeshRenderer_, inMaterial_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GPUSkinModelComponent::RemoveExtraMaterial_291(DLL2SDK::UnityEngine::UnityEngine::Renderer* inMeshRenderer_, DLL2SDK::UnityEngine::UnityEngine::Material* inMaterial_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::GPUSkinModelComponent*, DLL2SDK::UnityEngine::UnityEngine::Renderer*, DLL2SDK::UnityEngine::UnityEngine::Material*)>(DLL2SDK::GameAssemblyBase + 0x4706FA4)(this, inMeshRenderer_, inMaterial_);
}
void DLL2SDK::UnityEngine::UnityEngine::GPUSkinRendererForAnyBones::ResetBones_279(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Transform*>* inBones_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GPUSkinRendererForAnyBones*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Transform*>*)>(DLL2SDK::GameAssemblyBase + 0x470704C)(this, inBones_);
}
DLL2SDK::UnityEngine::UnityEngine::Mesh* DLL2SDK::UnityEngine::UnityEngine::MeshFilter::get_mesh_275()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Mesh*(*)(DLL2SDK::UnityEngine::UnityEngine::MeshFilter*)>(DLL2SDK::GameAssemblyBase + 0x4ADEC60)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::MeshFilter::set_mesh_276(DLL2SDK::UnityEngine::UnityEngine::Mesh* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MeshFilter*, DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4ADECF8)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Mesh* DLL2SDK::UnityEngine::UnityEngine::MeshFilter::get_sharedMesh_277()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Mesh*(*)(DLL2SDK::UnityEngine::UnityEngine::MeshFilter*)>(DLL2SDK::GameAssemblyBase + 0x4ADED98)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::MeshFilter::set_sharedMesh_278(DLL2SDK::UnityEngine::UnityEngine::Mesh* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::MeshFilter*, DLL2SDK::UnityEngine::UnityEngine::Mesh*)>(DLL2SDK::GameAssemblyBase + 0x4ADEE30)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::QualitySettings::GetQualityLevel_239()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4AED2C4)();
}
void DLL2SDK::UnityEngine::UnityEngine::QualitySettings::SetQualityLevel_240(int32_t index_, bool applyExpensiveChanges_)
{
return reinterpret_cast<void(*)(int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x4AED354)(index_, applyExpensiveChanges_);
}
void DLL2SDK::UnityEngine::UnityEngine::QualitySettings::SetQualityLevel_241(int32_t index_)
{
return reinterpret_cast<void(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AED3F4)(index_);
}
void DLL2SDK::UnityEngine::UnityEngine::QualitySettings::set_runtimeMaxLODLevel_242(int32_t value_)
{
return reinterpret_cast<void(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AED3FC)(value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::QualitySettings::get_pixelLightCount_243()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4AED494)();
}
void DLL2SDK::UnityEngine::UnityEngine::QualitySettings::set_pixelLightCount_244(int32_t value_)
{
return reinterpret_cast<void(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AED524)(value_);
}
DLL2SDK::UnityEngine::UnityEngine::ShadowMaskMode DLL2SDK::UnityEngine::UnityEngine::QualitySettings::get_shadowMaskMode_245()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::ShadowMaskMode(*)()>(DLL2SDK::GameAssemblyBase + 0x4AED5BC)();
}
void DLL2SDK::UnityEngine::UnityEngine::QualitySettings::set_shadowMaskMode_246(DLL2SDK::UnityEngine::UnityEngine::ShadowMaskMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ShadowMaskMode)>(DLL2SDK::GameAssemblyBase + 0x4AED64C)(value_);
}
DLL2SDK::UnityEngine::UnityEngine::ShadowQuality DLL2SDK::UnityEngine::UnityEngine::QualitySettings::get_shadows_247()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::ShadowQuality(*)()>(DLL2SDK::GameAssemblyBase + 0x4AED6E4)();
}
void DLL2SDK::UnityEngine::UnityEngine::QualitySettings::set_shadows_248(DLL2SDK::UnityEngine::UnityEngine::ShadowQuality value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ShadowQuality)>(DLL2SDK::GameAssemblyBase + 0x4AED774)(value_);
}
DLL2SDK::UnityEngine::UnityEngine::ShadowProjection DLL2SDK::UnityEngine::UnityEngine::QualitySettings::get_shadowProjection_249()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::ShadowProjection(*)()>(DLL2SDK::GameAssemblyBase + 0x4AED80C)();
}
void DLL2SDK::UnityEngine::UnityEngine::QualitySettings::set_shadowProjection_250(DLL2SDK::UnityEngine::UnityEngine::ShadowProjection value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ShadowProjection)>(DLL2SDK::GameAssemblyBase + 0x4AED89C)(value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::QualitySettings::get_shadowCascades_251()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4AED934)();
}
void DLL2SDK::UnityEngine::UnityEngine::QualitySettings::set_shadowCascades_252(int32_t value_)
{
return reinterpret_cast<void(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AED9C4)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::QualitySettings::set_depthDistance_253(float value_)
{
return reinterpret_cast<void(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4AEDA5C)(value_);
}
float DLL2SDK::UnityEngine::UnityEngine::QualitySettings::get_shadowDistance_254()
{
return reinterpret_cast<float(*)()>(DLL2SDK::GameAssemblyBase + 0x4AEDAF4)();
}
void DLL2SDK::UnityEngine::UnityEngine::QualitySettings::set_shadowDistance_255(float value_)
{
return reinterpret_cast<void(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4AEDB84)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::QualitySettings::set_shadowStaticOnly_256(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x4AEDC1C)(value_);
}
DLL2SDK::UnityEngine::UnityEngine::ShadowResolution DLL2SDK::UnityEngine::UnityEngine::QualitySettings::get_shadowResolution_257()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::ShadowResolution(*)()>(DLL2SDK::GameAssemblyBase + 0x4AEDCB4)();
}
void DLL2SDK::UnityEngine::UnityEngine::QualitySettings::set_shadowResolution_258(DLL2SDK::UnityEngine::UnityEngine::ShadowResolution value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ShadowResolution)>(DLL2SDK::GameAssemblyBase + 0x4AEDD44)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::QualitySettings::set_shadowCascade2Split_259(float value_)
{
return reinterpret_cast<void(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4AEDDDC)(value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::QualitySettings::get_masterTextureLimit_260()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4AEDE74)();
}
DLL2SDK::UnityEngine::UnityEngine::AnisotropicFiltering DLL2SDK::UnityEngine::UnityEngine::QualitySettings::get_anisotropicFiltering_261()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnisotropicFiltering(*)()>(DLL2SDK::GameAssemblyBase + 0x4AEDF04)();
}
void DLL2SDK::UnityEngine::UnityEngine::QualitySettings::set_anisotropicFiltering_262(DLL2SDK::UnityEngine::UnityEngine::AnisotropicFiltering value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnisotropicFiltering)>(DLL2SDK::GameAssemblyBase + 0x4AEDF94)(value_);
}
float DLL2SDK::UnityEngine::UnityEngine::QualitySettings::get_lodBias_263()
{
return reinterpret_cast<float(*)()>(DLL2SDK::GameAssemblyBase + 0x4AEE02C)();
}
void DLL2SDK::UnityEngine::UnityEngine::QualitySettings::set_lodBias_264(float value_)
{
return reinterpret_cast<void(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4AEE0BC)(value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::QualitySettings::get_maximumLODLevel_265()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4AEE154)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::QualitySettings::get_vSyncCount_266()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4AEE1E4)();
}
void DLL2SDK::UnityEngine::UnityEngine::QualitySettings::set_vSyncCount_267(int32_t value_)
{
return reinterpret_cast<void(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AEE274)(value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::QualitySettings::get_antiAliasing_268()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4AEE30C)();
}
DLL2SDK::UnityEngine::UnityEngine::ColorSpace DLL2SDK::UnityEngine::UnityEngine::QualitySettings::get_activeColorSpace_269()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::ColorSpace(*)()>(DLL2SDK::GameAssemblyBase + 0x4AEE39C)();
}
DLL2SDK::UnityEngine::UnityEngine::BlendWeights DLL2SDK::UnityEngine::UnityEngine::QualitySettings::get_blendWeights_270()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::BlendWeights(*)()>(DLL2SDK::GameAssemblyBase + 0x4AEE42C)();
}
bool DLL2SDK::UnityEngine::UnityEngine::QualitySettings::get_streamingMipmapsActive_271()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4AEE4BC)();
}
void DLL2SDK::UnityEngine::UnityEngine::QualitySettings::set_streamingMipmapsActive_272(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x4AEE54C)(value_);
}
float DLL2SDK::UnityEngine::UnityEngine::QualitySettings::get_streamingMipmapsMemoryBudget_273()
{
return reinterpret_cast<float(*)()>(DLL2SDK::GameAssemblyBase + 0x4AEE5E4)();
}
void DLL2SDK::UnityEngine::UnityEngine::QualitySettings::set_streamingMipmapsMemoryBudget_274(float value_)
{
return reinterpret_cast<void(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4AEE674)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2::Clear_52()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2*)>(DLL2SDK::GameAssemblyBase + 0x4E9CE5C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2::ClearInternal_53(DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2* sh_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2*)>(DLL2SDK::GameAssemblyBase + 0x4E9CE58)(sh_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2::INTERNAL_CALL_ClearInternal_54(DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2* sh_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2*)>(DLL2SDK::GameAssemblyBase + 0x4E9CE64)(sh_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2::AddCubemapLight_55(DLL2SDK::UnityEngine::UnityEngine::Cubemap* cubemap_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2*, DLL2SDK::UnityEngine::UnityEngine::Cubemap*)>(DLL2SDK::GameAssemblyBase + 0x4E9CF08)(this, cubemap_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2::AddCubemapLightInternal_56(DLL2SDK::UnityEngine::UnityEngine::Cubemap* cubemap_, DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2* sh_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Cubemap*, DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2*)>(DLL2SDK::GameAssemblyBase + 0x4E9CF04)(cubemap_, sh_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2::INTERNAL_CALL_AddCubemapLightInternal_57(DLL2SDK::UnityEngine::UnityEngine::Cubemap* cubemap_, DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2* sh_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Cubemap*, DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2*)>(DLL2SDK::GameAssemblyBase + 0x4E9CF10)(cubemap_, sh_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2::Evaluate_58(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>* directions_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color>* results_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Color>*)>(DLL2SDK::GameAssemblyBase + 0x4E9D058)(this, directions_, results_);
}
float DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2::get_Item_59(int32_t rgb_, int32_t coefficient_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E9D274)(this, rgb_, coefficient_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2::set_Item_60(int32_t rgb_, int32_t coefficient_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2*, int32_t, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4E9D49C)(this, rgb_, coefficient_, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2::GetHashCode_61()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2*)>(DLL2SDK::GameAssemblyBase + 0x4E9D684)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2::Equals_62(DLL2SDK::mscorlib::System::Object* other_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4E9D9C8)(this, other_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2::op_Equality_63(DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2 lhs_, DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2 rhs_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2, DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2)>(DLL2SDK::GameAssemblyBase + 0x4E9D78C)(lhs_, rhs_);
}
bool DLL2SDK::UnityEngine::UnityEngine::PlayerPrefs::TrySetInt_177(DLL2SDK::mscorlib::System::String* key_, int32_t value_)
{
return reinterpret_cast<bool(*)(DLL2SDK::mscorlib::System::String*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AEC934)(key_, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::PlayerPrefs::TrySetFloat_178(DLL2SDK::mscorlib::System::String* key_, float value_)
{
return reinterpret_cast<bool(*)(DLL2SDK::mscorlib::System::String*, float)>(DLL2SDK::GameAssemblyBase + 0x4AEC9D4)(key_, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::PlayerPrefs::TrySetSetString_179(DLL2SDK::mscorlib::System::String* key_, DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<bool(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AECA74)(key_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::PlayerPrefs::SetInt_180(DLL2SDK::mscorlib::System::String* key_, int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AECB14)(key_, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::PlayerPrefs::GetInt_181(DLL2SDK::mscorlib::System::String* key_, int32_t defaultValue_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::mscorlib::System::String*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AECBE0)(key_, defaultValue_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::PlayerPrefs::GetInt_182(DLL2SDK::mscorlib::System::String* key_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AECC80)(key_);
}
void DLL2SDK::UnityEngine::UnityEngine::PlayerPrefs::SetFloat_183(DLL2SDK::mscorlib::System::String* key_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*, float)>(DLL2SDK::GameAssemblyBase + 0x4AECC88)(key_, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::PlayerPrefs::GetFloat_184(DLL2SDK::mscorlib::System::String* key_, float defaultValue_)
{
return reinterpret_cast<float(*)(DLL2SDK::mscorlib::System::String*, float)>(DLL2SDK::GameAssemblyBase + 0x4AECD4C)(key_, defaultValue_);
}
float DLL2SDK::UnityEngine::UnityEngine::PlayerPrefs::GetFloat_185(DLL2SDK::mscorlib::System::String* key_)
{
return reinterpret_cast<float(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AECDEC)(key_);
}
void DLL2SDK::UnityEngine::UnityEngine::PlayerPrefs::SetString_186(DLL2SDK::mscorlib::System::String* key_, DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AECDF4)(key_, value_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::PlayerPrefs::GetString_187(DLL2SDK::mscorlib::System::String* key_, DLL2SDK::mscorlib::System::String* defaultValue_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AECEB8)(key_, defaultValue_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::PlayerPrefs::GetString_188(DLL2SDK::mscorlib::System::String* key_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AECF58)(key_);
}
bool DLL2SDK::UnityEngine::UnityEngine::PlayerPrefs::HasKey_189(DLL2SDK::mscorlib::System::String* key_)
{
return reinterpret_cast<bool(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AECFDC)(key_);
}
void DLL2SDK::UnityEngine::UnityEngine::PlayerPrefs::DeleteKey_190(DLL2SDK::mscorlib::System::String* key_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AED074)(key_);
}
void DLL2SDK::UnityEngine::UnityEngine::PlayerPrefs::DeleteAll_191()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4AED10C)();
}
void DLL2SDK::UnityEngine::UnityEngine::PlayerPrefs::Save_192()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4AED19C)();
}
void DLL2SDK::UnityEngine::UnityEngine::PlayerPrefsException::_ctor_176(DLL2SDK::mscorlib::System::String* error_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::PlayerPrefsException*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AECBD8)(this, error_);
}
bool DLL2SDK::UnityEngine::UnityEngine::PerfStats::get_forceEnable_158()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4AE7650)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::PerfStats::get_batches_159()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4AE76E0)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::PerfStats::get_drawCalls_160()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4AE7770)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::PerfStats::get_dynamicBatchedDrawCalls_161()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4AE7800)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::PerfStats::get_staticBatchedDrawCalls_162()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4AE7890)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::PerfStats::get_instancedBatchedDrawCalls_163()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4AE7920)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::PerfStats::get_dynamicBatches_164()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4AE79B0)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::PerfStats::get_staticBatches_165()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4AE7A40)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::PerfStats::get_instancedBatches_166()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4AE7AD0)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::PerfStats::get_triangles_167()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4AE7B60)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::PerfStats::get_vertices_168()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4AE7BF0)();
}
float DLL2SDK::UnityEngine::UnityEngine::PerfStats::get_frameTime_169()
{
return reinterpret_cast<float(*)()>(DLL2SDK::GameAssemblyBase + 0x4AE7C80)();
}
float DLL2SDK::UnityEngine::UnityEngine::PerfStats::get_renderTime_170()
{
return reinterpret_cast<float(*)()>(DLL2SDK::GameAssemblyBase + 0x4AE7D10)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::PerfStats::get_usedTextureMemorySize_171()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4AE7DA0)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::PerfStats::get_usedTextureCount_172()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4AE7E30)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::PerfStats::get_visibleSkinnedMeshes_173()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4AE7EC0)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::PerfStats::get_visibleAnimations_174()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4AE7F50)();
}
void DLL2SDK::UnityEngine::UnityEngine::PerfStats::_cctor_175()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4AE7FE0)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::SortingLayer::GetLayerValueFromID_148(int32_t id_)
{
return reinterpret_cast<int32_t(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4EAD428)(id_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIElement* DLL2SDK::UnityEngine::UnityEngine::GUILayer::HitTest_102(DLL2SDK::UnityEngine::UnityEngine::Vector3 screenPosition_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIElement*(*)(DLL2SDK::UnityEngine::UnityEngine::GUILayer*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x471ABE8)(this, screenPosition_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIElement* DLL2SDK::UnityEngine::UnityEngine::GUILayer::INTERNAL_CALL_HitTest_103(DLL2SDK::UnityEngine::UnityEngine::GUILayer* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* screenPosition_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIElement*(*)(DLL2SDK::UnityEngine::UnityEngine::GUILayer*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x471AC0C)(self_, screenPosition_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::GUITexture::get_color_95()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine::UnityEngine::GUITexture*)>(DLL2SDK::GameAssemblyBase + 0x472D0B0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUITexture::set_color_96(DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUITexture*, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x472D188)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUITexture::INTERNAL_get_color_97(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUITexture*, DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x472D0E8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUITexture::INTERNAL_set_color_98(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUITexture*, DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x472D1AC)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUITexture::set_texture_99(DLL2SDK::UnityEngine::UnityEngine::Texture* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUITexture*, DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x472D24C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine::UnityEngine::GUITexture::get_pixelInset_100()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(DLL2SDK::UnityEngine::UnityEngine::GUITexture*)>(DLL2SDK::GameAssemblyBase + 0x472D2EC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUITexture::INTERNAL_get_pixelInset_101(DLL2SDK::UnityEngine::UnityEngine::Rect* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUITexture*, DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x472D324)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RectOffset::_ctor_69()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectOffset*)>(DLL2SDK::GameAssemblyBase + 0x4AF2374)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::RectOffset::_ctor_70(DLL2SDK::mscorlib::System::Object* sourceStyle_, intptr_t source_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectOffset*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4AF242C)(this, sourceStyle_, source_);
}
void DLL2SDK::UnityEngine::UnityEngine::RectOffset::_ctor_71(int32_t left_, int32_t right_, int32_t top_, int32_t bottom_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectOffset*, int32_t, int32_t, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AF2454)(this, left_, right_, top_, bottom_);
}
void DLL2SDK::UnityEngine::UnityEngine::RectOffset::Init_72()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectOffset*)>(DLL2SDK::GameAssemblyBase + 0x4AF2394)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::RectOffset::Cleanup_73()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectOffset*)>(DLL2SDK::GameAssemblyBase + 0x4AF2730)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::RectOffset::get_left_74()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::RectOffset*)>(DLL2SDK::GameAssemblyBase + 0x4AF27C8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::RectOffset::set_left_75(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectOffset*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AF24B0)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::RectOffset::get_right_76()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::RectOffset*)>(DLL2SDK::GameAssemblyBase + 0x4AF2860)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::RectOffset::set_right_77(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectOffset*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AF2550)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::RectOffset::get_top_78()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::RectOffset*)>(DLL2SDK::GameAssemblyBase + 0x4AF28F8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::RectOffset::set_top_79(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectOffset*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AF25F0)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::RectOffset::get_bottom_80()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::RectOffset*)>(DLL2SDK::GameAssemblyBase + 0x4AF2990)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::RectOffset::set_bottom_81(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectOffset*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AF2690)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::RectOffset::get_horizontal_82()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::RectOffset*)>(DLL2SDK::GameAssemblyBase + 0x4AF2A28)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::RectOffset::get_vertical_83()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::RectOffset*)>(DLL2SDK::GameAssemblyBase + 0x4AF2AC0)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine::UnityEngine::RectOffset::Add_84(DLL2SDK::UnityEngine::UnityEngine::Rect rect_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(DLL2SDK::UnityEngine::UnityEngine::RectOffset*, DLL2SDK::UnityEngine::UnityEngine::Rect)>(DLL2SDK::GameAssemblyBase + 0x4AF2B58)(this, rect_);
}
void DLL2SDK::UnityEngine::UnityEngine::RectOffset::INTERNAL_CALL_Add_85(DLL2SDK::UnityEngine::UnityEngine::RectOffset* self_, DLL2SDK::UnityEngine::UnityEngine::Rect* rect_, DLL2SDK::UnityEngine::UnityEngine::Rect* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectOffset*, DLL2SDK::UnityEngine::UnityEngine::Rect*, DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x4AF2BA4)(self_, rect_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine::UnityEngine::RectOffset::Remove_86(DLL2SDK::UnityEngine::UnityEngine::Rect rect_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(DLL2SDK::UnityEngine::UnityEngine::RectOffset*, DLL2SDK::UnityEngine::UnityEngine::Rect)>(DLL2SDK::GameAssemblyBase + 0x4AF2C4C)(this, rect_);
}
void DLL2SDK::UnityEngine::UnityEngine::RectOffset::INTERNAL_CALL_Remove_87(DLL2SDK::UnityEngine::UnityEngine::RectOffset* self_, DLL2SDK::UnityEngine::UnityEngine::Rect* rect_, DLL2SDK::UnityEngine::UnityEngine::Rect* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectOffset*, DLL2SDK::UnityEngine::UnityEngine::Rect*, DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x4AF2C98)(self_, rect_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RectOffset::Finalize_88()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[1];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectOffset*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::RectOffset::ToString_89()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[3];
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::RectOffset*, void*)>(Data.methodPtr)(this, Data.method);
}
uint64_t DLL2SDK::UnityEngine::UnityEngine::StreamedFileAsset::get_size_64()
{
return reinterpret_cast<uint64_t(*)(DLL2SDK::UnityEngine::UnityEngine::StreamedFileAsset*)>(DLL2SDK::GameAssemblyBase + 0x4EB0B28)(this);
}
uint32_t DLL2SDK::UnityEngine::UnityEngine::StreamedFileAsset::LoadData_65(DLL2SDK::Array<uint8_t>* buffer_, uint32_t offset_, uint64_t position_, uint32_t size_, intptr_t fileHandle_)
{
return reinterpret_cast<uint32_t(*)(DLL2SDK::UnityEngine::UnityEngine::StreamedFileAsset*, DLL2SDK::Array<uint8_t>*, uint32_t, uint64_t, uint32_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4EB0BC0)(this, buffer_, offset_, position_, size_, fileHandle_);
}
bool DLL2SDK::UnityEngine::UnityEngine::StreamedFileAsset::CreateFileHandle_66(DLL2SDK::UnityEngine::UnityEngine::StreamedFileAsset* streamedFileAsset_, intptr_t* fileHandle_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::StreamedFileAsset*, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x4EB0C68)(streamedFileAsset_, fileHandle_);
}
void DLL2SDK::UnityEngine::UnityEngine::StreamedFileAsset::ReleaseFileHandle_67(intptr_t fileHandle_)
{
return reinterpret_cast<void(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4EB0D08)(fileHandle_);
}
DLL2SDK::mscorlib::System::IO::Stream* DLL2SDK::UnityEngine::UnityEngine::StreamedFileAsset::CreateStream_68()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::IO::Stream*(*)(DLL2SDK::UnityEngine::UnityEngine::StreamedFileAsset*)>(DLL2SDK::GameAssemblyBase + 0x4EB0DA0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier::_ctor_5049(DLL2SDK::UnityEngine::UnityEngine::Rendering::BuiltinRenderTextureType type_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier*, DLL2SDK::UnityEngine::UnityEngine::Rendering::BuiltinRenderTextureType)>(DLL2SDK::GameAssemblyBase + 0x4E9C83C)(this, type_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier::_ctor_5050(int32_t nameID_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E9C864)(this, nameID_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier::_ctor_5051(DLL2SDK::UnityEngine::UnityEngine::Texture* tex_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier*, DLL2SDK::UnityEngine::UnityEngine::Texture*)>(DLL2SDK::GameAssemblyBase + 0x4E9CA08)(this, tex_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier::ToString_5055()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier*)>(DLL2SDK::GameAssemblyBase + 0x4E9CC90)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier::GetHashCode_5056()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier*)>(DLL2SDK::GameAssemblyBase + 0x4E9CD68)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier::Equals_5057(DLL2SDK::mscorlib::System::Object* obj_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4E9CE48)(this, obj_);
}
void DLL2SDK::UnityEngine::UnityEngine::Application_LogCallback::_ctor_797(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Application_LogCallback*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4641EA8)(this, object_, method_);
}
void DLL2SDK::UnityEngine::UnityEngine::Application_LogCallback::Invoke_798(DLL2SDK::mscorlib::System::String* condition_, DLL2SDK::mscorlib::System::String* stackTrace_, DLL2SDK::UnityEngine::UnityEngine::LogType type_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Application_LogCallback*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::LogType, void*)>(Data.methodPtr)(this, condition_, stackTrace_, type_, Data.method);
}
DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::UnityEngine::UnityEngine::Application_LogCallback::BeginInvoke_799(DLL2SDK::mscorlib::System::String* condition_, DLL2SDK::mscorlib::System::String* stackTrace_, DLL2SDK::UnityEngine::UnityEngine::LogType type_, DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<DLL2SDK::mscorlib::System::IAsyncResult*(*)(DLL2SDK::UnityEngine::UnityEngine::Application_LogCallback*, DLL2SDK::mscorlib::System::String*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::LogType, DLL2SDK::mscorlib::System::AsyncCallback*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, condition_, stackTrace_, type_, callback_, object_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Application_LogCallback::EndInvoke_800(DLL2SDK::mscorlib::System::IAsyncResult* result_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Application_LogCallback*, DLL2SDK::mscorlib::System::IAsyncResult*, void*)>(Data.methodPtr)(this, result_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::CullingGroup_StateChanged::_ctor_2162(DLL2SDK::mscorlib::System::Object* object_, intptr_t method_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CullingGroup_StateChanged*, DLL2SDK::mscorlib::System::Object*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4DCA078)(this, object_, method_);
}
void DLL2SDK::UnityEngine::UnityEngine::CullingGroup_StateChanged::Invoke_2163(DLL2SDK::UnityEngine::UnityEngine::CullingGroupEvent sphere_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[11];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CullingGroup_StateChanged*, DLL2SDK::UnityEngine::UnityEngine::CullingGroupEvent, void*)>(Data.methodPtr)(this, sphere_, Data.method);
}
DLL2SDK::mscorlib::System::IAsyncResult* DLL2SDK::UnityEngine::UnityEngine::CullingGroup_StateChanged::BeginInvoke_2164(DLL2SDK::UnityEngine::UnityEngine::CullingGroupEvent sphere_, DLL2SDK::mscorlib::System::AsyncCallback* callback_, DLL2SDK::mscorlib::System::Object* object_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[12];
return reinterpret_cast<DLL2SDK::mscorlib::System::IAsyncResult*(*)(DLL2SDK::UnityEngine::UnityEngine::CullingGroup_StateChanged*, DLL2SDK::UnityEngine::UnityEngine::CullingGroupEvent, DLL2SDK::mscorlib::System::AsyncCallback*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, sphere_, callback_, object_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::CullingGroup_StateChanged::EndInvoke_2165(DLL2SDK::mscorlib::System::IAsyncResult* result_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[13];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CullingGroup_StateChanged*, DLL2SDK::mscorlib::System::IAsyncResult*, void*)>(Data.methodPtr)(this, result_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule::_ctor_2616(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem* particleSystem_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule*, DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*)>(DLL2SDK::GameAssemblyBase + 0x4AE6580)(this, particleSystem_);
}
float DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule::get_duration_2617()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule*)>(DLL2SDK::GameAssemblyBase + 0x4AE6628)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule::get_loop_2618()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule*)>(DLL2SDK::GameAssemblyBase + 0x4AE66D0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule::set_loop_2619(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule*, bool)>(DLL2SDK::GameAssemblyBase + 0x4AE6784)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule::get_startLifetime_2620()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule*)>(DLL2SDK::GameAssemblyBase + 0x4AE6914)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule::set_startSpeed_2621(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule*, DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve)>(DLL2SDK::GameAssemblyBase + 0x4AE69F4)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule::get_startSpeed_2622()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule*)>(DLL2SDK::GameAssemblyBase + 0x4AE6BA4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule::set_startSpeedMultiplier_2623(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule*, float)>(DLL2SDK::GameAssemblyBase + 0x4AE6C64)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule::set_startSize_2624(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule*, DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve)>(DLL2SDK::GameAssemblyBase + 0x4AE6D3C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule::get_startSize_2625()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule*)>(DLL2SDK::GameAssemblyBase + 0x4AE6EEC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule::set_startRotation_2626(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule*, DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve)>(DLL2SDK::GameAssemblyBase + 0x4AE6FCC)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule::set_startColor_2627(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxGradient value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule*, DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxGradient)>(DLL2SDK::GameAssemblyBase + 0x4AE70E4)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule::GetDuration_2628(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem* system_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*)>(DLL2SDK::GameAssemblyBase + 0x4AE6590)(system_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule::SetLoop_2629(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem* system_, bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*, bool)>(DLL2SDK::GameAssemblyBase + 0x4AE66E4)(system_, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule::GetLoop_2630(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem* system_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*)>(DLL2SDK::GameAssemblyBase + 0x4AE6638)(system_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule::GetStartLifetime_2631(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem* system_, DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve* curve_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*, DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve*)>(DLL2SDK::GameAssemblyBase + 0x4AE6874)(system_, curve_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule::SetStartSpeed_2632(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem* system_, DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve* curve_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*, DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve*)>(DLL2SDK::GameAssemblyBase + 0x4AE6954)(system_, curve_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule::GetStartSpeed_2633(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem* system_, DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve* curve_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*, DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve*)>(DLL2SDK::GameAssemblyBase + 0x4AE6B04)(system_, curve_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule::SetStartSpeedMultiplier_2634(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem* system_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*, float)>(DLL2SDK::GameAssemblyBase + 0x4AE6BC4)(system_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule::SetStartSizeX_2635(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem* system_, DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve* curve_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*, DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve*)>(DLL2SDK::GameAssemblyBase + 0x4AE6C9C)(system_, curve_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule::GetStartSizeX_2636(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem* system_, DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve* curve_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*, DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve*)>(DLL2SDK::GameAssemblyBase + 0x4AE6E4C)(system_, curve_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule::SetStartRotationZ_2637(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem* system_, DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve* curve_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*, DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxCurve*)>(DLL2SDK::GameAssemblyBase + 0x4AE6F2C)(system_, curve_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MainModule::SetStartColor_2638(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem* system_, DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxGradient* gradient_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*, DLL2SDK::UnityEngine::UnityEngine::ParticleSystem_MinMaxGradient*)>(DLL2SDK::GameAssemblyBase + 0x4AE7044)(system_, gradient_);
}
void DLL2SDK::UnityEngine::UnityEngine::ParticleSystem__Stop_c__AnonStorey1::_ctor_2650()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem__Stop_c__AnonStorey1*)>(DLL2SDK::GameAssemblyBase + 0x4AE5D5C)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::ParticleSystem__Stop_c__AnonStorey1::__m__0_2651(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem* ps_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::ParticleSystem__Stop_c__AnonStorey1*, DLL2SDK::UnityEngine::UnityEngine::ParticleSystem*)>(DLL2SDK::GameAssemblyBase + 0x4AE6298)(this, ps_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayout_LayoutedWindow::_ctor_4372(DLL2SDK::UnityEngine::UnityEngine::GUI_WindowFunction* f_, DLL2SDK::UnityEngine::UnityEngine::Rect screenRect_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_, DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUILayout_LayoutedWindow*, DLL2SDK::UnityEngine::UnityEngine::GUI_WindowFunction*, DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x471F7C8)(this, f_, screenRect_, content_, options_, style_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUILayout_LayoutedWindow::DoWindow_4373(int32_t windowID_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUILayout_LayoutedWindow*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x471FB6C)(this, windowID_);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerEditorConnectionEvents_MessageEvent::_ctor_5552()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerEditorConnectionEvents_MessageEvent*)>(DLL2SDK::GameAssemblyBase + 0x4AE15A0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerEditorConnectionEvents_ConnectionChangeEvent::_ctor_5553()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerEditorConnectionEvents_ConnectionChangeEvent*)>(DLL2SDK::GameAssemblyBase + 0x4AE13BC)(this);
}
void DLL2SDK::UnityEngine::UnityEngineInternal::TypeInferenceRuleAttribute::_ctor_5568(DLL2SDK::UnityEngine::UnityEngineInternal::TypeInferenceRules rule_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngineInternal::TypeInferenceRuleAttribute*, DLL2SDK::UnityEngine::UnityEngineInternal::TypeInferenceRules)>(DLL2SDK::GameAssemblyBase + 0x4D770B8)(this, rule_);
}
void DLL2SDK::UnityEngine::UnityEngineInternal::TypeInferenceRuleAttribute::_ctor_5569(DLL2SDK::mscorlib::System::String* rule_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngineInternal::TypeInferenceRuleAttribute*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4D77180)(this, rule_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngineInternal::TypeInferenceRuleAttribute::ToString_5570()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[3];
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngineInternal::TypeInferenceRuleAttribute*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerConnection::_ctor_5541()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerConnection*)>(DLL2SDK::GameAssemblyBase + 0x4AE0464)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerConnection* DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerConnection::get_instance_5542()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerConnection*(*)()>(DLL2SDK::GameAssemblyBase + 0x4AE0610)();
}
DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerConnection* DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerConnection::CreateInstance_5543()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerConnection*(*)()>(DLL2SDK::GameAssemblyBase + 0x4AE06F4)();
}
DLL2SDK::UnityEngine::UnityEngine::IPlayerEditorConnectionNative* DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerConnection::GetConnectionNativeApi_5544()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::IPlayerEditorConnectionNative*(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerConnection*)>(DLL2SDK::GameAssemblyBase + 0x4AE0870)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerConnection::Send_5545(DLL2SDK::mscorlib::System::Guid messageId_, DLL2SDK::Array<uint8_t>* data_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerConnection*, DLL2SDK::mscorlib::System::Guid, DLL2SDK::Array<uint8_t>*, void*)>(Data.methodPtr)(this, messageId_, data_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerConnection::MessageCallbackInternal_5546(intptr_t data_, uint64_t size_, uint64_t guid_, DLL2SDK::mscorlib::System::String* messageId_)
{
return reinterpret_cast<void(*)(intptr_t, uint64_t, uint64_t, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AE0B4C)(data_, size_, guid_, messageId_);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerConnection::ConnectedCallbackInternal_5547(int32_t playerId_)
{
return reinterpret_cast<void(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AE1224)(playerId_);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::PlayerConnection::PlayerConnection::DisconnectedCallback_5548(int32_t playerId_)
{
return reinterpret_cast<void(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AE130C)(playerId_);
}
void DLL2SDK::UnityEngine::UnityEngine::WaitForSecondsRealtime::_ctor_5399(float time_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WaitForSecondsRealtime*, float)>(DLL2SDK::GameAssemblyBase + 0x4D72B8C)(this, time_);
}
bool DLL2SDK::UnityEngine::UnityEngine::WaitForSecondsRealtime::get_keepWaiting_5400()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::WaitForSecondsRealtime*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::ColorUsageAttribute::_ctor_5398(bool showAlpha_, bool hdr_, float minBrightness_, float maxBrightness_, float minExposureValue_, float maxExposureValue_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ColorUsageAttribute*, bool, bool, float, float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4DC67B8)(this, showAlpha_, hdr_, minBrightness_, maxBrightness_, minExposureValue_, maxExposureValue_);
}
void DLL2SDK::UnityEngine::UnityEngine::Plane::_ctor_5282(DLL2SDK::UnityEngine::UnityEngine::Vector3 inNormal_, DLL2SDK::UnityEngine::UnityEngine::Vector3 inPoint_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Plane*, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4AEC194)(this, inNormal_, inPoint_);
}
void DLL2SDK::UnityEngine::UnityEngine::Plane::_ctor_5283(DLL2SDK::UnityEngine::UnityEngine::Vector3 inNormal_, float d_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Plane*, DLL2SDK::UnityEngine::UnityEngine::Vector3, float)>(DLL2SDK::GameAssemblyBase + 0x4AEC214)(this, inNormal_, d_);
}
void DLL2SDK::UnityEngine::UnityEngine::Plane::_ctor_5284(DLL2SDK::UnityEngine::UnityEngine::Vector3 a_, DLL2SDK::UnityEngine::UnityEngine::Vector3 b_, DLL2SDK::UnityEngine::UnityEngine::Vector3 c_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Plane*, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4AEC340)(this, a_, b_, c_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Plane::get_normal_5285()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Plane*)>(DLL2SDK::GameAssemblyBase + 0x4AEC39C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Plane::set_normal_5286(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Plane*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4AEC3B0)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Plane::get_distance_5287()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Plane*)>(DLL2SDK::GameAssemblyBase + 0x4AEC3BC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Plane::set_distance_5288(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Plane*, float)>(DLL2SDK::GameAssemblyBase + 0x4AEC3C4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Plane::SetNormalAndPosition_5289(DLL2SDK::UnityEngine::UnityEngine::Vector3 inNormal_, DLL2SDK::UnityEngine::UnityEngine::Vector3 inPoint_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Plane*, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4AEC454)(this, inNormal_, inPoint_);
}
float DLL2SDK::UnityEngine::UnityEngine::Plane::GetDistanceToPoint_5290(DLL2SDK::UnityEngine::UnityEngine::Vector3 inPt_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Plane*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4AEC4D4)(this, inPt_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Plane::Raycast_5291(DLL2SDK::UnityEngine::UnityEngine::Ray ray_, float* enter_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Plane*, DLL2SDK::UnityEngine::UnityEngine::Ray, float*)>(DLL2SDK::GameAssemblyBase + 0x4AEC6B4)(this, ray_, enter_);
}
void DLL2SDK::UnityEngine::UnityEngine::Events::PersistentCall::_ctor_5162()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::PersistentCall*)>(DLL2SDK::GameAssemblyBase + 0x4DD0F20)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Object* DLL2SDK::UnityEngine::UnityEngine::Events::PersistentCall::get_target_5163()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Object*(*)(DLL2SDK::UnityEngine::UnityEngine::Events::PersistentCall*)>(DLL2SDK::GameAssemblyBase + 0x4DD0FCC)(this);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Events::PersistentCall::get_methodName_5164()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Events::PersistentCall*)>(DLL2SDK::GameAssemblyBase + 0x4DD0FD4)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Events::PersistentListenerMode DLL2SDK::UnityEngine::UnityEngine::Events::PersistentCall::get_mode_5165()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Events::PersistentListenerMode(*)(DLL2SDK::UnityEngine::UnityEngine::Events::PersistentCall*)>(DLL2SDK::GameAssemblyBase + 0x4DD0FDC)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Events::ArgumentCache* DLL2SDK::UnityEngine::UnityEngine::Events::PersistentCall::get_arguments_5166()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Events::ArgumentCache*(*)(DLL2SDK::UnityEngine::UnityEngine::Events::PersistentCall*)>(DLL2SDK::GameAssemblyBase + 0x4DD0FE4)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Events::PersistentCall::IsValid_5167()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Events::PersistentCall*)>(DLL2SDK::GameAssemblyBase + 0x4DD0FEC)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Events::BaseInvokableCall* DLL2SDK::UnityEngine::UnityEngine::Events::PersistentCall::GetRuntimeCall_5168(DLL2SDK::UnityEngine::UnityEngine::Events::UnityEventBase* theEvent_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Events::BaseInvokableCall*(*)(DLL2SDK::UnityEngine::UnityEngine::Events::PersistentCall*, DLL2SDK::UnityEngine::UnityEngine::Events::UnityEventBase*)>(DLL2SDK::GameAssemblyBase + 0x4DD10FC)(this, theEvent_);
}
DLL2SDK::UnityEngine::UnityEngine::Events::BaseInvokableCall* DLL2SDK::UnityEngine::UnityEngine::Events::PersistentCall::GetObjectCall_5169(DLL2SDK::UnityEngine::UnityEngine::Object* target_, DLL2SDK::mscorlib::System::Reflection::MethodInfo* method_, DLL2SDK::UnityEngine::UnityEngine::Events::ArgumentCache* arguments_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Events::BaseInvokableCall*(*)(DLL2SDK::UnityEngine::UnityEngine::Object*, DLL2SDK::mscorlib::System::Reflection::MethodInfo*, DLL2SDK::UnityEngine::UnityEngine::Events::ArgumentCache*)>(DLL2SDK::GameAssemblyBase + 0x4DD1628)(target_, method_, arguments_);
}
void DLL2SDK::UnityEngine::UnityEngine::RuntimeInitializeOnLoadMethodAttribute::_ctor_4919(DLL2SDK::UnityEngine::UnityEngine::RuntimeInitializeLoadType loadType_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RuntimeInitializeOnLoadMethodAttribute*, DLL2SDK::UnityEngine::UnityEngine::RuntimeInitializeLoadType)>(DLL2SDK::GameAssemblyBase + 0x4EA3864)(this, loadType_);
}
void DLL2SDK::UnityEngine::UnityEngine::RuntimeInitializeOnLoadMethodAttribute::set_loadType_4920(DLL2SDK::UnityEngine::UnityEngine::RuntimeInitializeLoadType value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RuntimeInitializeOnLoadMethodAttribute*, DLL2SDK::UnityEngine::UnityEngine::RuntimeInitializeLoadType)>(DLL2SDK::GameAssemblyBase + 0x4EA388C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer::InvokePrepareCompletedCallback_Internal_4882(DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer* source_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer*)>(DLL2SDK::GameAssemblyBase + 0x4D725EC)(source_);
}
void DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer::InvokeFrameReadyCallback_Internal_4883(DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer* source_, int64_t frameIdx_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer*, int64_t)>(DLL2SDK::GameAssemblyBase + 0x4D726B8)(source_, frameIdx_);
}
void DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer::InvokeLoopPointReachedCallback_Internal_4884(DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer* source_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer*)>(DLL2SDK::GameAssemblyBase + 0x4D727E0)(source_);
}
void DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer::InvokeStartedCallback_Internal_4885(DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer* source_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer*)>(DLL2SDK::GameAssemblyBase + 0x4D72814)(source_);
}
void DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer::InvokeFrameDroppedCallback_Internal_4886(DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer* source_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer*)>(DLL2SDK::GameAssemblyBase + 0x4D72848)(source_);
}
void DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer::InvokeErrorReceivedCallback_Internal_4887(DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer* source_, DLL2SDK::mscorlib::System::String* errorStr_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4D7287C)(source_, errorStr_);
}
void DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer::InvokeSeekCompletedCallback_Internal_4888(DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer* source_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Video::VideoPlayer*)>(DLL2SDK::GameAssemblyBase + 0x4D72974)(source_);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandlerAudioClip::_ctor_4868(DLL2SDK::mscorlib::System::String* url_, DLL2SDK::UnityEngine::UnityEngine::AudioType audioType_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandlerAudioClip*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::AudioType)>(DLL2SDK::GameAssemblyBase + 0x4AE00CC)(this, url_, audioType_);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandlerAudioClip::InternalCreateAudioClip_4869(DLL2SDK::mscorlib::System::String* url_, DLL2SDK::UnityEngine::UnityEngine::AudioType audioType_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandlerAudioClip*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::AudioType)>(DLL2SDK::GameAssemblyBase + 0x4AE00FC)(this, url_, audioType_);
}
DLL2SDK::Array<uint8_t>* DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandlerAudioClip::GetData_4870()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<DLL2SDK::Array<uint8_t>*(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandlerAudioClip*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandlerAudioClip::GetText_4871()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[6];
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandlerAudioClip*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::Array<uint8_t>* DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandlerAudioClip::InternalGetData_4872()
{
return reinterpret_cast<DLL2SDK::Array<uint8_t>*(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::DownloadHandlerAudioClip*)>(DLL2SDK::GameAssemblyBase + 0x4AE01A8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::UploadHandlerRaw::_ctor_4851(DLL2SDK::Array<uint8_t>* data_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UploadHandlerRaw*, DLL2SDK::Array<uint8_t>*)>(DLL2SDK::GameAssemblyBase + 0x4AE2F80)(this, data_);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::UploadHandlerRaw::InternalSetContentType_4852(DLL2SDK::mscorlib::System::String* newContentType_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UploadHandlerRaw*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4AE2FA8)(this, newContentType_);
}
void DLL2SDK::UnityEngine::UnityEngine::Networking::UploadHandlerRaw::SetContentType_4853(DLL2SDK::mscorlib::System::String* newContentType_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Networking::UploadHandlerRaw*, DLL2SDK::mscorlib::System::String*, void*)>(Data.methodPtr)(this, newContentType_, Data.method);
}
float DLL2SDK::UnityEngine::UnityEngine::GUIUtility::get_pixelsPerPoint_4638()
{
return reinterpret_cast<float(*)()>(DLL2SDK::GameAssemblyBase + 0x4724D10)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::GUIUtility::GetControlID_4639(DLL2SDK::UnityEngine::UnityEngine::FocusType focus_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::FocusType)>(DLL2SDK::GameAssemblyBase + 0x470EDF4)(focus_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::GUIUtility::GetControlID_4640(DLL2SDK::UnityEngine::UnityEngine::FocusType focus_, DLL2SDK::UnityEngine::UnityEngine::Rect position_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::FocusType, DLL2SDK::UnityEngine::UnityEngine::Rect)>(DLL2SDK::GameAssemblyBase + 0x470F1C0)(focus_, position_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::GUIUtility::GetControlID_4641(int32_t hint_, DLL2SDK::UnityEngine::UnityEngine::FocusType focus_, DLL2SDK::UnityEngine::UnityEngine::Rect position_)
{
return reinterpret_cast<int32_t(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::FocusType, DLL2SDK::UnityEngine::UnityEngine::Rect)>(DLL2SDK::GameAssemblyBase + 0x470E65C)(hint_, focus_, position_);
}
DLL2SDK::mscorlib::System::Object* DLL2SDK::UnityEngine::UnityEngine::GUIUtility::GetStateObject_4642(DLL2SDK::mscorlib::System::Type* t_, int32_t controlID_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Object*(*)(DLL2SDK::mscorlib::System::Type*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x470F624)(t_, controlID_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIUtility::set_guiIsExiting_4643(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x472D524)(value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::GUIUtility::get_hotControl_4644()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x470E7C8)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUIUtility::set_hotControl_4645(int32_t value_)
{
return reinterpret_cast<void(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x470E728)(value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::GUIUtility::get_keyboardControl_4646()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4710520)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUIUtility::set_keyboardControl_4647(int32_t value_)
{
return reinterpret_cast<void(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x47105B8)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIUtility::ExitGUI_4648()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x472D828)();
}
DLL2SDK::UnityEngine::UnityEngine::GUISkin* DLL2SDK::UnityEngine::UnityEngine::GUIUtility::GetDefaultSkin_4649()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUISkin*(*)()>(DLL2SDK::GameAssemblyBase + 0x470C258)();
}
bool DLL2SDK::UnityEngine::UnityEngine::GUIUtility::ProcessEvent_4650(int32_t instanceID_, intptr_t nativeEventPtr_)
{
return reinterpret_cast<bool(*)(int32_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x472D994)(instanceID_, nativeEventPtr_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIUtility::BeginGUI_4651(int32_t skinMode_, int32_t instanceID_, int32_t useGUILayout_)
{
return reinterpret_cast<void(*)(int32_t, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x472D99C)(skinMode_, instanceID_, useGUILayout_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIUtility::EndGUI_4652(int32_t layoutType_)
{
return reinterpret_cast<void(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x472DB30)(layoutType_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUIUtility::EndGUIFromException_4653(DLL2SDK::mscorlib::System::Exception* exception_)
{
return reinterpret_cast<bool(*)(DLL2SDK::mscorlib::System::Exception*)>(DLL2SDK::GameAssemblyBase + 0x472DE2C)(exception_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUIUtility::EndContainerGUIFromException_4654(DLL2SDK::mscorlib::System::Exception* exception_)
{
return reinterpret_cast<bool(*)(DLL2SDK::mscorlib::System::Exception*)>(DLL2SDK::GameAssemblyBase + 0x472DFC8)(exception_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUIUtility::ShouldRethrowException_4655(DLL2SDK::mscorlib::System::Exception* exception_)
{
return reinterpret_cast<bool(*)(DLL2SDK::mscorlib::System::Exception*)>(DLL2SDK::GameAssemblyBase + 0x472DED0)(exception_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIUtility::CheckOnGUI_4656()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x470BF20)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUIUtility::RotateAroundPivot_4657(float angle_, DLL2SDK::UnityEngine::UnityEngine::Vector2 pivotPoint_)
{
return reinterpret_cast<void(*)(float, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x472E0F8)(angle_, pivotPoint_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIUtility::ScaleAroundPivot_4658(DLL2SDK::UnityEngine::UnityEngine::Vector2 scale_, DLL2SDK::UnityEngine::UnityEngine::Vector2 pivotPoint_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x472E7AC)(scale_, pivotPoint_);
}
float DLL2SDK::UnityEngine::UnityEngine::GUIUtility::Internal_GetPixelsPerPoint_4659()
{
return reinterpret_cast<float(*)()>(DLL2SDK::GameAssemblyBase + 0x472D3C4)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::GUIUtility::GetControlID_4660(int32_t hint_, DLL2SDK::UnityEngine::UnityEngine::FocusType focus_)
{
return reinterpret_cast<int32_t(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::FocusType)>(DLL2SDK::GameAssemblyBase + 0x470DE0C)(hint_, focus_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::GUIUtility::Internal_GetNextControlID2_4661(int32_t hint_, DLL2SDK::UnityEngine::UnityEngine::FocusType focusType_, DLL2SDK::UnityEngine::UnityEngine::Rect rect_)
{
return reinterpret_cast<int32_t(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::FocusType, DLL2SDK::UnityEngine::UnityEngine::Rect)>(DLL2SDK::GameAssemblyBase + 0x472D454)(hint_, focusType_, rect_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::GUIUtility::INTERNAL_CALL_Internal_GetNextControlID2_4662(int32_t hint_, DLL2SDK::UnityEngine::UnityEngine::FocusType focusType_, DLL2SDK::UnityEngine::UnityEngine::Rect* rect_)
{
return reinterpret_cast<int32_t(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::FocusType, DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x472EDD0)(hint_, focusType_, rect_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::GUIUtility::Internal_GetHotControl_4663()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x472D5D8)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUIUtility::Internal_SetHotControl_4664(int32_t value_)
{
return reinterpret_cast<void(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x472D668)(value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::GUIUtility::Internal_GetKeyboardControl_4665()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x472D700)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUIUtility::Internal_SetKeyboardControl_4666(int32_t value_)
{
return reinterpret_cast<void(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x472D790)(value_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::GUIUtility::get_systemCopyBuffer_4667()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)()>(DLL2SDK::GameAssemblyBase + 0x472EE78)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUIUtility::set_systemCopyBuffer_4668(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x472EF08)(value_);
}
DLL2SDK::UnityEngine::UnityEngine::GUISkin* DLL2SDK::UnityEngine::UnityEngine::GUIUtility::Internal_GetDefaultSkin_4669(int32_t skinMode_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUISkin*(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x472D8FC)(skinMode_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIUtility::Internal_ExitGUI_4670()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x472DD9C)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::GUIUtility::Internal_GetGUIDepth_4671()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x472E068)();
}
bool DLL2SDK::UnityEngine::UnityEngine::GUIUtility::get_mouseUsed_4672()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4713104)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUIUtility::set_mouseUsed_4673(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x4713194)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIUtility::set_textFieldInput_4674(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x4710860)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIUtility::_cctor_4675()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x472EFA0)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::_ctor_4512()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4726148)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::_ctor_4513(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* other_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x47285A4)(this, other_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::Finalize_4514()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[1];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::CleanupRoots_4515()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4728768)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::InternalOnAfterDeserialize_4516()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x472881C)(this);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyleState* DLL2SDK::UnityEngine::UnityEngine::GUIStyle::get_normal_4517()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyleState*(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4727FF8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::set_normal_4518(DLL2SDK::UnityEngine::UnityEngine::GUIStyleState* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyleState*)>(DLL2SDK::GameAssemblyBase + 0x4728BE4)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyleState* DLL2SDK::UnityEngine::UnityEngine::GUIStyle::get_hover_4519()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyleState*(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4728CB8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::set_hover_4520(DLL2SDK::UnityEngine::UnityEngine::GUIStyleState* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyleState*)>(DLL2SDK::GameAssemblyBase + 0x4728CF0)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyleState* DLL2SDK::UnityEngine::UnityEngine::GUIStyle::get_active_4521()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyleState*(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4728D1C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::set_active_4522(DLL2SDK::UnityEngine::UnityEngine::GUIStyleState* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyleState*)>(DLL2SDK::GameAssemblyBase + 0x4728D54)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyleState* DLL2SDK::UnityEngine::UnityEngine::GUIStyle::get_onNormal_4523()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyleState*(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4728D80)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::set_onNormal_4524(DLL2SDK::UnityEngine::UnityEngine::GUIStyleState* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyleState*)>(DLL2SDK::GameAssemblyBase + 0x4728DB8)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyleState* DLL2SDK::UnityEngine::UnityEngine::GUIStyle::get_onHover_4525()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyleState*(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4728DE4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::set_onHover_4526(DLL2SDK::UnityEngine::UnityEngine::GUIStyleState* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyleState*)>(DLL2SDK::GameAssemblyBase + 0x4728E1C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyleState* DLL2SDK::UnityEngine::UnityEngine::GUIStyle::get_onActive_4527()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyleState*(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4728E48)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::set_onActive_4528(DLL2SDK::UnityEngine::UnityEngine::GUIStyleState* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyleState*)>(DLL2SDK::GameAssemblyBase + 0x4728E80)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyleState* DLL2SDK::UnityEngine::UnityEngine::GUIStyle::get_focused_4529()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyleState*(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4728EAC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::set_focused_4530(DLL2SDK::UnityEngine::UnityEngine::GUIStyleState* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyleState*)>(DLL2SDK::GameAssemblyBase + 0x4728EE4)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyleState* DLL2SDK::UnityEngine::UnityEngine::GUIStyle::get_onFocused_4531()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyleState*(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4728F10)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::set_onFocused_4532(DLL2SDK::UnityEngine::UnityEngine::GUIStyleState* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyleState*)>(DLL2SDK::GameAssemblyBase + 0x4728F48)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::RectOffset* DLL2SDK::UnityEngine::UnityEngine::GUIStyle::get_border_4533()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RectOffset*(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4728F74)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::set_border_4534(DLL2SDK::UnityEngine::UnityEngine::RectOffset* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::RectOffset*)>(DLL2SDK::GameAssemblyBase + 0x47290EC)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::RectOffset* DLL2SDK::UnityEngine::UnityEngine::GUIStyle::get_margin_4535()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RectOffset*(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x47125A8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::set_margin_4536(DLL2SDK::UnityEngine::UnityEngine::RectOffset* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::RectOffset*)>(DLL2SDK::GameAssemblyBase + 0x47291C0)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::RectOffset* DLL2SDK::UnityEngine::UnityEngine::GUIStyle::get_padding_4537()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RectOffset*(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4721C3C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::set_padding_4538(DLL2SDK::UnityEngine::UnityEngine::RectOffset* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::RectOffset*)>(DLL2SDK::GameAssemblyBase + 0x47291EC)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::RectOffset* DLL2SDK::UnityEngine::UnityEngine::GUIStyle::get_overflow_4539()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RectOffset*(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4729218)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::set_overflow_4540(DLL2SDK::UnityEngine::UnityEngine::RectOffset* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::RectOffset*)>(DLL2SDK::GameAssemblyBase + 0x47292D0)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::GUIStyle::get_clipOffset_4541()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x47292FC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::set_clipOffset_4542(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4729374)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Font* DLL2SDK::UnityEngine::UnityEngine::GUIStyle::get_font_4543()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Font*(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x47107C4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::set_font_4544(DLL2SDK::UnityEngine::UnityEngine::Font* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::Font*)>(DLL2SDK::GameAssemblyBase + 0x4729444)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::GUIStyle::get_lineHeight_4545()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4729500)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::Internal_Draw_4546(intptr_t target_, DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, bool isHover_, bool isActive_, bool on_, bool hasKeyboardFocus_)
{
return reinterpret_cast<void(*)(intptr_t, DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, bool, bool, bool, bool)>(DLL2SDK::GameAssemblyBase + 0x4729738)(target_, position_, content_, isHover_, isActive_, on_, hasKeyboardFocus_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::Draw_4547(DLL2SDK::UnityEngine::UnityEngine::Rect position_, bool isHover_, bool isActive_, bool on_, bool hasKeyboardFocus_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::Rect, bool, bool, bool, bool)>(DLL2SDK::GameAssemblyBase + 0x47163E4)(this, position_, isHover_, isActive_, on_, hasKeyboardFocus_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::Draw_4548(DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::mscorlib::System::String* text_, bool isHover_, bool isActive_, bool on_, bool hasKeyboardFocus_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::mscorlib::System::String*, bool, bool, bool, bool)>(DLL2SDK::GameAssemblyBase + 0x4729940)(this, position_, text_, isHover_, isActive_, on_, hasKeyboardFocus_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::Draw_4549(DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::UnityEngine::UnityEngine::Texture* image_, bool isHover_, bool isActive_, bool on_, bool hasKeyboardFocus_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::Texture*, bool, bool, bool, bool)>(DLL2SDK::GameAssemblyBase + 0x4729A70)(this, position_, image_, isHover_, isActive_, on_, hasKeyboardFocus_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::Draw_4550(DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, bool isHover_, bool isActive_, bool on_, bool hasKeyboardFocus_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, bool, bool, bool, bool)>(DLL2SDK::GameAssemblyBase + 0x47132BC)(this, position_, content_, isHover_, isActive_, on_, hasKeyboardFocus_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::Draw_4551(DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, int32_t controlID_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x470DEAC)(this, position_, content_, controlID_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::Draw_4552(DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, int32_t controlID_, bool on_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x4710658)(this, position_, content_, controlID_, on_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::DrawCursor_4553(DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, int32_t controlID_, int32_t Character_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4729C78)(this, position_, content_, controlID_, Character_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::DrawWithTextSelection_4554(DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, int32_t controlID_, int32_t firstSelectedCharacter_, int32_t lastSelectedCharacter_, bool drawSelectionAsComposition_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, int32_t, int32_t, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x472A0A4)(this, position_, content_, controlID_, firstSelectedCharacter_, lastSelectedCharacter_, drawSelectionAsComposition_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::DrawWithTextSelection_4555(DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, int32_t controlID_, int32_t firstSelectedCharacter_, int32_t lastSelectedCharacter_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, int32_t, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x472A598)(this, position_, content_, controlID_, firstSelectedCharacter_, lastSelectedCharacter_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyle* DLL2SDK::UnityEngine::UnityEngine::GUIStyle::get_none_4557()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyle*(*)()>(DLL2SDK::GameAssemblyBase + 0x4714FDC)();
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::GUIStyle::GetCursorPixelPosition_4558(DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, int32_t cursorStringIndex_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x472A748)(this, position_, content_, cursorStringIndex_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::GUIStyle::GetCursorStringIndex_4559(DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::UnityEngine::UnityEngine::Vector2 cursorPixelPosition_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x472A918)(this, position_, content_, cursorPixelPosition_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::GUIStyle::GetNumCharactersThatFitWithinWidth_4560(DLL2SDK::mscorlib::System::String* text_, float width_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::mscorlib::System::String*, float)>(DLL2SDK::GameAssemblyBase + 0x472AADC)(this, text_, width_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::GUIStyle::CalcSize_4561(DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIContent*)>(DLL2SDK::GameAssemblyBase + 0x471A32C)(this, content_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::GUIStyle::CalcSizeWithConstraints_4562(DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::UnityEngine::UnityEngine::Vector2 constraints_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4725DF8)(this, content_, constraints_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::GUIStyle::CalcScreenSize_4563(DLL2SDK::UnityEngine::UnityEngine::Vector2 contentSize_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x472ADB0)(this, contentSize_);
}
float DLL2SDK::UnityEngine::UnityEngine::GUIStyle::CalcHeight_4564(DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, float width_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, float)>(DLL2SDK::GameAssemblyBase + 0x472AFD0)(this, content_, width_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUIStyle::get_isHeightDependantOnWidth_4565()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4725C88)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::CalcMinMaxWidth_4566(DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, float* minWidth_, float* maxWidth_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, float*, float*)>(DLL2SDK::GameAssemblyBase + 0x472B264)(this, content_, minWidth_, maxWidth_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::GUIStyle::ToString_4567()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[3];
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::Init_4568()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x472850C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::InitCopy_4569(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* other_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x47285CC)(this, other_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::Cleanup_4570()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x47286D0)(this);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::GUIStyle::get_name_4571()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4712120)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::set_name_4572(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4727EB8)(this, value_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::GUIStyle::GetStyleStatePtr_4573(int32_t idx_)
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x47289AC)(this, idx_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::INTERNAL_CALL_GetStyleStatePtr_4574(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* self_, int32_t idx_, intptr_t* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, int32_t, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x472B4F8)(self_, idx_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::AssignStyleState_4575(int32_t idx_, intptr_t srcStyleState_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, int32_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4728C10)(this, idx_, srcStyleState_);
}
intptr_t DLL2SDK::UnityEngine::UnityEngine::GUIStyle::GetRectOffsetPtr_4576(int32_t idx_)
{
return reinterpret_cast<intptr_t(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x472902C)(this, idx_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::INTERNAL_CALL_GetRectOffsetPtr_4577(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* self_, int32_t idx_, intptr_t* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, int32_t, intptr_t*)>(DLL2SDK::GameAssemblyBase + 0x472B5A0)(self_, idx_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::AssignRectOffset_4578(int32_t idx_, intptr_t srcRectOffset_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, int32_t, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4729118)(this, idx_, srcRectOffset_);
}
DLL2SDK::UnityEngine::UnityEngine::ImagePosition DLL2SDK::UnityEngine::UnityEngine::GUIStyle::get_imagePosition_4579()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::ImagePosition(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x472B1CC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::set_imagePosition_4580(DLL2SDK::UnityEngine::UnityEngine::ImagePosition value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::ImagePosition)>(DLL2SDK::GameAssemblyBase + 0x472B648)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::TextAnchor DLL2SDK::UnityEngine::UnityEngine::GUIStyle::get_alignment_4581()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::TextAnchor(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x472B6E8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::set_alignment_4582(DLL2SDK::UnityEngine::UnityEngine::TextAnchor value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::TextAnchor)>(DLL2SDK::GameAssemblyBase + 0x472B780)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUIStyle::get_wordWrap_4583()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x472B134)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::set_wordWrap_4584(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, bool)>(DLL2SDK::GameAssemblyBase + 0x472B820)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::TextClipping DLL2SDK::UnityEngine::UnityEngine::GUIStyle::get_clipping_4585()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::TextClipping(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x472B8C0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::set_clipping_4586(DLL2SDK::UnityEngine::UnityEngine::TextClipping value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::TextClipping)>(DLL2SDK::GameAssemblyBase + 0x472B958)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::GUIStyle::get_contentOffset_4587()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x472B9F8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::set_contentOffset_4588(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x472BAD4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::INTERNAL_get_contentOffset_4589(DLL2SDK::UnityEngine::UnityEngine::Vector2* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x472BA34)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::INTERNAL_set_contentOffset_4590(DLL2SDK::UnityEngine::UnityEngine::Vector2* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x472BAF0)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::GUIStyle::get_Internal_clipOffset_4591()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4729338)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::set_Internal_clipOffset_4592(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4729390)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::INTERNAL_get_Internal_clipOffset_4593(DLL2SDK::UnityEngine::UnityEngine::Vector2* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x472BB90)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::INTERNAL_set_Internal_clipOffset_4594(DLL2SDK::UnityEngine::UnityEngine::Vector2* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x472BC30)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::GUIStyle::get_fixedWidth_4595()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4712660)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::set_fixedWidth_4596(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, float)>(DLL2SDK::GameAssemblyBase + 0x472BCD0)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::GUIStyle::get_fixedHeight_4597()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x47126F8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::set_fixedHeight_4598(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, float)>(DLL2SDK::GameAssemblyBase + 0x472BD70)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUIStyle::get_stretchWidth_4599()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x471FFB0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::set_stretchWidth_4600(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, bool)>(DLL2SDK::GameAssemblyBase + 0x4726168)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUIStyle::get_stretchHeight_4601()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4720048)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::set_stretchHeight_4602(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, bool)>(DLL2SDK::GameAssemblyBase + 0x4727F58)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::GUIStyle::Internal_GetLineHeight_4603(intptr_t target_)
{
return reinterpret_cast<float(*)(intptr_t)>(DLL2SDK::GameAssemblyBase + 0x47296A0)(target_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::SetFontInternal_4604(DLL2SDK::UnityEngine::UnityEngine::Font* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::Font*)>(DLL2SDK::GameAssemblyBase + 0x4729460)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Font* DLL2SDK::UnityEngine::UnityEngine::GUIStyle::GetFontInternalDuringLoadingThread_4605()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Font*(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4728914)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Font* DLL2SDK::UnityEngine::UnityEngine::GUIStyle::GetFontInternal_4606()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Font*(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x47293AC)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::GUIStyle::get_fontSize_4607()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x472BE10)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::set_fontSize_4608(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x472BEA8)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::FontStyle DLL2SDK::UnityEngine::UnityEngine::GUIStyle::get_fontStyle_4609()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::FontStyle(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x472BF48)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::set_fontStyle_4610(DLL2SDK::UnityEngine::UnityEngine::FontStyle value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::FontStyle)>(DLL2SDK::GameAssemblyBase + 0x472BFE0)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::GUIStyle::get_richText_4611()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x472C080)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::set_richText_4612(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, bool)>(DLL2SDK::GameAssemblyBase + 0x472C118)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::Internal_Draw_4613(DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::UnityEngine::UnityEngine::Internal_DrawArguments* arguments_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::Internal_DrawArguments*)>(DLL2SDK::GameAssemblyBase + 0x47298A0)(content_, arguments_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::Internal_Draw2_4614(intptr_t style_, DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, int32_t controlID_, bool on_)
{
return reinterpret_cast<void(*)(intptr_t, DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x4729BA0)(style_, position_, content_, controlID_, on_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::INTERNAL_CALL_Internal_Draw2_4615(intptr_t style_, DLL2SDK::UnityEngine::UnityEngine::Rect* position_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, int32_t controlID_, bool on_)
{
return reinterpret_cast<void(*)(intptr_t, DLL2SDK::UnityEngine::UnityEngine::Rect*, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x472C1B8)(style_, position_, content_, controlID_, on_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::SetMouseTooltip_4616(DLL2SDK::mscorlib::System::String* tooltip_, DLL2SDK::UnityEngine::UnityEngine::Rect screenRect_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::Rect)>(DLL2SDK::GameAssemblyBase + 0x472C270)(this, tooltip_, screenRect_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::INTERNAL_CALL_SetMouseTooltip_4617(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* self_, DLL2SDK::mscorlib::System::String* tooltip_, DLL2SDK::UnityEngine::UnityEngine::Rect* screenRect_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x472C338)(self_, tooltip_, screenRect_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::Internal_DrawPrefixLabel_4618(intptr_t style_, DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, int32_t controlID_, bool on_)
{
return reinterpret_cast<void(*)(intptr_t, DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x472C3E0)(style_, position_, content_, controlID_, on_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::INTERNAL_CALL_Internal_DrawPrefixLabel_4619(intptr_t style_, DLL2SDK::UnityEngine::UnityEngine::Rect* position_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, int32_t controlID_, bool on_)
{
return reinterpret_cast<void(*)(intptr_t, DLL2SDK::UnityEngine::UnityEngine::Rect*, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x472C4B8)(style_, position_, content_, controlID_, on_);
}
float DLL2SDK::UnityEngine::UnityEngine::GUIStyle::Internal_GetCursorFlashOffset_4620()
{
return reinterpret_cast<float(*)()>(DLL2SDK::GameAssemblyBase + 0x4729F20)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::Internal_DrawCursor_4621(intptr_t target_, DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, int32_t pos_, DLL2SDK::UnityEngine::UnityEngine::Color cursorColor_)
{
return reinterpret_cast<void(*)(intptr_t, DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4729FB0)(target_, position_, content_, pos_, cursorColor_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::INTERNAL_CALL_Internal_DrawCursor_4622(intptr_t target_, DLL2SDK::UnityEngine::UnityEngine::Rect* position_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, int32_t pos_, DLL2SDK::UnityEngine::UnityEngine::Color* cursorColor_)
{
return reinterpret_cast<void(*)(intptr_t, DLL2SDK::UnityEngine::UnityEngine::Rect*, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x472C570)(target_, position_, content_, pos_, cursorColor_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::Internal_DrawWithTextSelection_4623(DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::UnityEngine::UnityEngine::Internal_DrawWithTextSelectionArguments* arguments_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::Internal_DrawWithTextSelectionArguments*)>(DLL2SDK::GameAssemblyBase + 0x472A4F8)(content_, arguments_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::SetDefaultFont_4624(DLL2SDK::UnityEngine::UnityEngine::Font* font_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Font*)>(DLL2SDK::GameAssemblyBase + 0x4726DFC)(font_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::Internal_GetCursorPixelPosition_4625(intptr_t target_, DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, int32_t cursorStringIndex_, DLL2SDK::UnityEngine::UnityEngine::Vector2* ret_)
{
return reinterpret_cast<void(*)(intptr_t, DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x472A840)(target_, position_, content_, cursorStringIndex_, ret_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::INTERNAL_CALL_Internal_GetCursorPixelPosition_4626(intptr_t target_, DLL2SDK::UnityEngine::UnityEngine::Rect* position_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, int32_t cursorStringIndex_, DLL2SDK::UnityEngine::UnityEngine::Vector2* ret_)
{
return reinterpret_cast<void(*)(intptr_t, DLL2SDK::UnityEngine::UnityEngine::Rect*, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x472C628)(target_, position_, content_, cursorStringIndex_, ret_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::GUIStyle::Internal_GetCursorStringIndex_4627(intptr_t target_, DLL2SDK::UnityEngine::UnityEngine::Rect position_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::UnityEngine::UnityEngine::Vector2 cursorPixelPosition_)
{
return reinterpret_cast<int32_t(*)(intptr_t, DLL2SDK::UnityEngine::UnityEngine::Rect, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x472A9FC)(target_, position_, content_, cursorPixelPosition_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::GUIStyle::INTERNAL_CALL_Internal_GetCursorStringIndex_4628(intptr_t target_, DLL2SDK::UnityEngine::UnityEngine::Rect* position_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::UnityEngine::UnityEngine::Vector2* cursorPixelPosition_)
{
return reinterpret_cast<int32_t(*)(intptr_t, DLL2SDK::UnityEngine::UnityEngine::Rect*, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x472C6E0)(target_, position_, content_, cursorPixelPosition_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::GUIStyle::Internal_GetNumCharactersThatFitWithinWidth_4629(intptr_t target_, DLL2SDK::mscorlib::System::String* text_, float width_)
{
return reinterpret_cast<int32_t(*)(intptr_t, DLL2SDK::mscorlib::System::String*, float)>(DLL2SDK::GameAssemblyBase + 0x472AB98)(target_, text_, width_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::Internal_CalcSize_4630(intptr_t target_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::UnityEngine::UnityEngine::Vector2* ret_)
{
return reinterpret_cast<void(*)(intptr_t, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x472AC40)(target_, content_, ret_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::Internal_CalcSizeWithConstraints_4631(intptr_t target_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::UnityEngine::UnityEngine::Vector2 maxSize_, DLL2SDK::UnityEngine::UnityEngine::Vector2* ret_)
{
return reinterpret_cast<void(*)(intptr_t, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x472ACE8)(target_, content_, maxSize_, ret_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::INTERNAL_CALL_Internal_CalcSizeWithConstraints_4632(intptr_t target_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::UnityEngine::UnityEngine::Vector2* maxSize_, DLL2SDK::UnityEngine::UnityEngine::Vector2* ret_)
{
return reinterpret_cast<void(*)(intptr_t, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::UnityEngine::UnityEngine::Vector2*, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x472C790)(target_, content_, maxSize_, ret_);
}
float DLL2SDK::UnityEngine::UnityEngine::GUIStyle::Internal_CalcHeight_4633(intptr_t target_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, float width_)
{
return reinterpret_cast<float(*)(intptr_t, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, float)>(DLL2SDK::GameAssemblyBase + 0x472B08C)(target_, content_, width_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::Internal_CalcMinMaxWidth_4634(intptr_t target_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, float* minWidth_, float* maxWidth_)
{
return reinterpret_cast<void(*)(intptr_t, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, float*, float*)>(DLL2SDK::GameAssemblyBase + 0x472B328)(target_, content_, minWidth_, maxWidth_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIStyle::_cctor_4635()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x472C840)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUISkin::_ctor_4440()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*)>(DLL2SDK::GameAssemblyBase + 0x4726AAC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUISkin::OnEnable_4441()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*)>(DLL2SDK::GameAssemblyBase + 0x4726B74)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUISkin::CleanupRoots_4442()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4726C4C)();
}
DLL2SDK::UnityEngine::UnityEngine::Font* DLL2SDK::UnityEngine::UnityEngine::GUISkin::get_font_4443()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Font*(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*)>(DLL2SDK::GameAssemblyBase + 0x47107C8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUISkin::set_font_4444(DLL2SDK::UnityEngine::UnityEngine::Font* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*, DLL2SDK::UnityEngine::UnityEngine::Font*)>(DLL2SDK::GameAssemblyBase + 0x4726CDC)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyle* DLL2SDK::UnityEngine::UnityEngine::GUISkin::get_box_4445()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyle*(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*)>(DLL2SDK::GameAssemblyBase + 0x470DB9C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUISkin::set_box_4446(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4726E94)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyle* DLL2SDK::UnityEngine::UnityEngine::GUISkin::get_label_4447()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyle*(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*)>(DLL2SDK::GameAssemblyBase + 0x470CBD4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUISkin::set_label_4448(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4726E9C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyle* DLL2SDK::UnityEngine::UnityEngine::GUISkin::get_textField_4449()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyle*(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*)>(DLL2SDK::GameAssemblyBase + 0x471B8F4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUISkin::set_textField_4450(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4726EA4)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyle* DLL2SDK::UnityEngine::UnityEngine::GUISkin::get_textArea_4451()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyle*(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*)>(DLL2SDK::GameAssemblyBase + 0x470F514)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUISkin::set_textArea_4452(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4726EAC)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyle* DLL2SDK::UnityEngine::UnityEngine::GUISkin::get_button_4453()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyle*(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*)>(DLL2SDK::GameAssemblyBase + 0x470E020)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUISkin::set_button_4454(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4726EB4)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyle* DLL2SDK::UnityEngine::UnityEngine::GUISkin::get_toggle_4455()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyle*(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*)>(DLL2SDK::GameAssemblyBase + 0x471C050)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUISkin::set_toggle_4456(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4726EBC)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyle* DLL2SDK::UnityEngine::UnityEngine::GUISkin::get_window_4457()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyle*(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*)>(DLL2SDK::GameAssemblyBase + 0x471F608)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUISkin::set_window_4458(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4726EC4)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyle* DLL2SDK::UnityEngine::UnityEngine::GUISkin::get_horizontalSlider_4459()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyle*(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*)>(DLL2SDK::GameAssemblyBase + 0x471C954)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUISkin::set_horizontalSlider_4460(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4726ECC)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyle* DLL2SDK::UnityEngine::UnityEngine::GUISkin::get_horizontalSliderThumb_4461()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyle*(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*)>(DLL2SDK::GameAssemblyBase + 0x471C95C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUISkin::set_horizontalSliderThumb_4462(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4726ED4)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyle* DLL2SDK::UnityEngine::UnityEngine::GUISkin::get_verticalSlider_4463()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyle*(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*)>(DLL2SDK::GameAssemblyBase + 0x471CBE8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUISkin::set_verticalSlider_4464(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4726EDC)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyle* DLL2SDK::UnityEngine::UnityEngine::GUISkin::get_verticalSliderThumb_4465()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyle*(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*)>(DLL2SDK::GameAssemblyBase + 0x471CBF0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUISkin::set_verticalSliderThumb_4466(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4726EE4)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyle* DLL2SDK::UnityEngine::UnityEngine::GUISkin::get_horizontalScrollbar_4467()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyle*(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*)>(DLL2SDK::GameAssemblyBase + 0x471EEB4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUISkin::set_horizontalScrollbar_4468(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4726EEC)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyle* DLL2SDK::UnityEngine::UnityEngine::GUISkin::get_horizontalScrollbarThumb_4469()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyle*(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*)>(DLL2SDK::GameAssemblyBase + 0x4726EF4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUISkin::set_horizontalScrollbarThumb_4470(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4726EFC)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyle* DLL2SDK::UnityEngine::UnityEngine::GUISkin::get_horizontalScrollbarLeftButton_4471()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyle*(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*)>(DLL2SDK::GameAssemblyBase + 0x4726F04)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUISkin::set_horizontalScrollbarLeftButton_4472(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4726F0C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyle* DLL2SDK::UnityEngine::UnityEngine::GUISkin::get_horizontalScrollbarRightButton_4473()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyle*(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*)>(DLL2SDK::GameAssemblyBase + 0x4726F14)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUISkin::set_horizontalScrollbarRightButton_4474(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4726F1C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyle* DLL2SDK::UnityEngine::UnityEngine::GUISkin::get_verticalScrollbar_4475()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyle*(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*)>(DLL2SDK::GameAssemblyBase + 0x471EEBC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUISkin::set_verticalScrollbar_4476(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4726F24)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyle* DLL2SDK::UnityEngine::UnityEngine::GUISkin::get_verticalScrollbarThumb_4477()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyle*(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*)>(DLL2SDK::GameAssemblyBase + 0x4726F2C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUISkin::set_verticalScrollbarThumb_4478(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4726F34)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyle* DLL2SDK::UnityEngine::UnityEngine::GUISkin::get_verticalScrollbarUpButton_4479()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyle*(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*)>(DLL2SDK::GameAssemblyBase + 0x4726F3C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUISkin::set_verticalScrollbarUpButton_4480(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4726F44)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyle* DLL2SDK::UnityEngine::UnityEngine::GUISkin::get_verticalScrollbarDownButton_4481()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyle*(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*)>(DLL2SDK::GameAssemblyBase + 0x4726F4C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUISkin::set_verticalScrollbarDownButton_4482(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4726F54)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyle* DLL2SDK::UnityEngine::UnityEngine::GUISkin::get_scrollView_4483()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyle*(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*)>(DLL2SDK::GameAssemblyBase + 0x471EEC4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUISkin::set_scrollView_4484(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*)>(DLL2SDK::GameAssemblyBase + 0x4726F5C)(this, value_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUIStyle*>* DLL2SDK::UnityEngine::UnityEngine::GUISkin::get_customStyles_4485()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUIStyle*>*(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*)>(DLL2SDK::GameAssemblyBase + 0x4726F64)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUISkin::set_customStyles_4486(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUIStyle*>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUIStyle*>*)>(DLL2SDK::GameAssemblyBase + 0x4726F6C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::GUISettings* DLL2SDK::UnityEngine::UnityEngine::GUISkin::get_settings_4487()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUISettings*(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*)>(DLL2SDK::GameAssemblyBase + 0x47107AC)(this);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyle* DLL2SDK::UnityEngine::UnityEngine::GUISkin::get_error_4488()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyle*(*)()>(DLL2SDK::GameAssemblyBase + 0x4726F74)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUISkin::Apply_4489()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*)>(DLL2SDK::GameAssemblyBase + 0x4726B78)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUISkin::BuildStyleCache_4490()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*)>(DLL2SDK::GameAssemblyBase + 0x472704C)(this);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyle* DLL2SDK::UnityEngine::UnityEngine::GUISkin::GetStyle_4491(DLL2SDK::mscorlib::System::String* styleName_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyle*(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4713A44)(this, styleName_);
}
DLL2SDK::UnityEngine::UnityEngine::GUIStyle* DLL2SDK::UnityEngine::UnityEngine::GUISkin::FindStyle_4492(DLL2SDK::mscorlib::System::String* styleName_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::GUIStyle*(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x47121B8)(this, styleName_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUISkin::MakeCurrent_4493()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*)>(DLL2SDK::GameAssemblyBase + 0x470C30C)(this);
}
DLL2SDK::mscorlib::System::Collections::IEnumerator* DLL2SDK::UnityEngine::UnityEngine::GUISkin::GetEnumerator_4494()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Collections::IEnumerator*(*)(DLL2SDK::UnityEngine::UnityEngine::GUISkin*)>(DLL2SDK::GameAssemblyBase + 0x47280E4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIWordWrapSizer::_ctor_4408(DLL2SDK::UnityEngine::UnityEngine::GUIStyle* style_, DLL2SDK::UnityEngine::UnityEngine::GUIContent* content_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>* options_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIWordWrapSizer*, DLL2SDK::UnityEngine::UnityEngine::GUIStyle*, DLL2SDK::UnityEngine::UnityEngine::GUIContent*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GUILayoutOption*>*)>(DLL2SDK::GameAssemblyBase + 0x4725CD8)(this, style_, content_, options_);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIWordWrapSizer::CalcWidth_4409()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIWordWrapSizer*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIWordWrapSizer::CalcHeight_4410()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[6];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIWordWrapSizer*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIScrollGroup::_ctor_4387()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIScrollGroup*)>(DLL2SDK::GameAssemblyBase + 0x4726490)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIScrollGroup::CalcWidth_4388()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIScrollGroup*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIScrollGroup::SetHorizontal_4389(float x_, float width_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIScrollGroup*, float, float, void*)>(Data.methodPtr)(this, x_, width_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIScrollGroup::CalcHeight_4390()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[6];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIScrollGroup*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::GUIScrollGroup::SetVertical_4391(float y_, float height_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[8];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIScrollGroup*, float, float, void*)>(Data.methodPtr)(this, y_, height_, Data.method);
}
DLL2SDK::UnityEngine::UnityEngine::TerrainData* DLL2SDK::UnityEngine::UnityEngine::TerrainCollider::get_terrainData_4163()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::TerrainData*(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainCollider*)>(DLL2SDK::GameAssemblyBase + 0x4D5B80C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TerrainCollider::set_terrainData_4164(DLL2SDK::UnityEngine::UnityEngine::TerrainData* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TerrainCollider*, DLL2SDK::UnityEngine::UnityEngine::TerrainData*)>(DLL2SDK::GameAssemblyBase + 0x4D5B8A4)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::RenderMode DLL2SDK::UnityEngine::UnityEngine::Canvas::get_renderMode_4102()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RenderMode(*)(DLL2SDK::UnityEngine::UnityEngine::Canvas*)>(DLL2SDK::GameAssemblyBase + 0x464BFBC)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Canvas::get_isRootCanvas_4103()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Canvas*)>(DLL2SDK::GameAssemblyBase + 0x464C054)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Camera* DLL2SDK::UnityEngine::UnityEngine::Canvas::get_worldCamera_4104()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Camera*(*)(DLL2SDK::UnityEngine::UnityEngine::Canvas*)>(DLL2SDK::GameAssemblyBase + 0x464C0EC)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::Canvas::get_scaleFactor_4105()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Canvas*)>(DLL2SDK::GameAssemblyBase + 0x464C184)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Canvas::set_scaleFactor_4106(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Canvas*, float)>(DLL2SDK::GameAssemblyBase + 0x464C21C)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Canvas::get_referencePixelsPerUnit_4107()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Canvas*)>(DLL2SDK::GameAssemblyBase + 0x464C2BC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Canvas::set_referencePixelsPerUnit_4108(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Canvas*, float)>(DLL2SDK::GameAssemblyBase + 0x464C354)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Canvas::get_pixelPerfect_4109()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Canvas*)>(DLL2SDK::GameAssemblyBase + 0x464C3F4)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Canvas::get_renderOrder_4110()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Canvas*)>(DLL2SDK::GameAssemblyBase + 0x464C48C)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Canvas::get_overrideSorting_4111()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Canvas*)>(DLL2SDK::GameAssemblyBase + 0x464C524)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Canvas::set_overrideSorting_4112(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Canvas*, bool)>(DLL2SDK::GameAssemblyBase + 0x464C5BC)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Canvas::get_sortingOrder_4113()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Canvas*)>(DLL2SDK::GameAssemblyBase + 0x464C65C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Canvas::set_sortingOrder_4114(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Canvas*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x464C6F4)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Canvas::get_targetDisplay_4115()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Canvas*)>(DLL2SDK::GameAssemblyBase + 0x464C794)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Canvas::get_sortingLayerID_4116()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Canvas*)>(DLL2SDK::GameAssemblyBase + 0x464C82C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Canvas::set_sortingLayerID_4117(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Canvas*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x464C8C4)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Canvas* DLL2SDK::UnityEngine::UnityEngine::Canvas::get_rootCanvas_4118()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Canvas*(*)(DLL2SDK::UnityEngine::UnityEngine::Canvas*)>(DLL2SDK::GameAssemblyBase + 0x464C964)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Material* DLL2SDK::UnityEngine::UnityEngine::Canvas::GetDefaultCanvasMaterial_4119()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Material*(*)()>(DLL2SDK::GameAssemblyBase + 0x464C9FC)();
}
DLL2SDK::UnityEngine::UnityEngine::Material* DLL2SDK::UnityEngine::UnityEngine::Canvas::GetETC1SupportedCanvasMaterial_4120()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Material*(*)()>(DLL2SDK::GameAssemblyBase + 0x464CA8C)();
}
void DLL2SDK::UnityEngine::UnityEngine::Canvas::add_willRenderCanvases_4121(DLL2SDK::UnityEngine::UnityEngine::Canvas_WillRenderCanvases* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Canvas_WillRenderCanvases*)>(DLL2SDK::GameAssemblyBase + 0x464CB1C)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Canvas::remove_willRenderCanvases_4122(DLL2SDK::UnityEngine::UnityEngine::Canvas_WillRenderCanvases* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Canvas_WillRenderCanvases*)>(DLL2SDK::GameAssemblyBase + 0x464CCFC)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Canvas::SendWillRenderCanvases_4123()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x464CEDC)();
}
void DLL2SDK::UnityEngine::UnityEngine::Canvas::ForceUpdateCanvases_4124()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x464CFFC)();
}
void DLL2SDK::UnityEngine::UnityEngine::GUIText::set_text_4058(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GUIText*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x472CF78)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Material* DLL2SDK::UnityEngine::UnityEngine::GUIText::get_material_4059()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Material*(*)(DLL2SDK::UnityEngine::UnityEngine::GUIText*)>(DLL2SDK::GameAssemblyBase + 0x472D018)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextGenerator::_ctor_4027()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*)>(DLL2SDK::GameAssemblyBase + 0x4D63FC8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextGenerator::_ctor_4028(int32_t initialCapacity_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D63FD0)(this, initialCapacity_);
}
void DLL2SDK::UnityEngine::UnityEngine::TextGenerator::Finalize_4029()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[1];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::TextGenerator::System_IDisposable_Dispose_4030()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::UnityEngine::UnityEngine::TextGenerationSettings DLL2SDK::UnityEngine::UnityEngine::TextGenerator::ValidatedSettings_4031(DLL2SDK::UnityEngine::UnityEngine::TextGenerationSettings settings_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::TextGenerationSettings(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*, DLL2SDK::UnityEngine::UnityEngine::TextGenerationSettings)>(DLL2SDK::GameAssemblyBase + 0x4D64354)(this, settings_);
}
void DLL2SDK::UnityEngine::UnityEngine::TextGenerator::Invalidate_4032()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*)>(DLL2SDK::GameAssemblyBase + 0x4D6474C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextGenerator::GetCharacters_4033(DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::UICharInfo>* characters_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::UICharInfo>*)>(DLL2SDK::GameAssemblyBase + 0x4D64758)(this, characters_);
}
void DLL2SDK::UnityEngine::UnityEngine::TextGenerator::GetLines_4034(DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::UILineInfo>* lines_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::UILineInfo>*)>(DLL2SDK::GameAssemblyBase + 0x4D647FC)(this, lines_);
}
void DLL2SDK::UnityEngine::UnityEngine::TextGenerator::GetVertices_4035(DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::UIVertex>* vertices_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*, DLL2SDK::mscorlib::System::Collections::Generic::List_1<DLL2SDK::UnityEngine::UnityEngine::UIVertex>*)>(DLL2SDK::GameAssemblyBase + 0x4D648A0)(this, vertices_);
}
float DLL2SDK::UnityEngine::UnityEngine::TextGenerator::GetPreferredWidth_4036(DLL2SDK::mscorlib::System::String* str_, DLL2SDK::UnityEngine::UnityEngine::TextGenerationSettings settings_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::TextGenerationSettings)>(DLL2SDK::GameAssemblyBase + 0x4D64944)(this, str_, settings_);
}
float DLL2SDK::UnityEngine::UnityEngine::TextGenerator::GetPreferredHeight_4037(DLL2SDK::mscorlib::System::String* str_, DLL2SDK::UnityEngine::UnityEngine::TextGenerationSettings settings_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::TextGenerationSettings)>(DLL2SDK::GameAssemblyBase + 0x4D64A90)(this, str_, settings_);
}
bool DLL2SDK::UnityEngine::UnityEngine::TextGenerator::PopulateWithErrors_4038(DLL2SDK::mscorlib::System::String* str_, DLL2SDK::UnityEngine::UnityEngine::TextGenerationSettings settings_, DLL2SDK::UnityEngine::UnityEngine::GameObject* context_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::TextGenerationSettings, DLL2SDK::UnityEngine::UnityEngine::GameObject*)>(DLL2SDK::GameAssemblyBase + 0x4D64B38)(this, str_, settings_, context_);
}
bool DLL2SDK::UnityEngine::UnityEngine::TextGenerator::Populate_4039(DLL2SDK::mscorlib::System::String* str_, DLL2SDK::UnityEngine::UnityEngine::TextGenerationSettings settings_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::TextGenerationSettings)>(DLL2SDK::GameAssemblyBase + 0x4D649F0)(this, str_, settings_);
}
DLL2SDK::UnityEngine::UnityEngine::TextGenerationError DLL2SDK::UnityEngine::UnityEngine::TextGenerator::PopulateWithError_4040(DLL2SDK::mscorlib::System::String* str_, DLL2SDK::UnityEngine::UnityEngine::TextGenerationSettings settings_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::TextGenerationError(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::TextGenerationSettings)>(DLL2SDK::GameAssemblyBase + 0x4D64DF4)(this, str_, settings_);
}
DLL2SDK::UnityEngine::UnityEngine::TextGenerationError DLL2SDK::UnityEngine::UnityEngine::TextGenerator::PopulateAlways_4041(DLL2SDK::mscorlib::System::String* str_, DLL2SDK::UnityEngine::UnityEngine::TextGenerationSettings settings_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::TextGenerationError(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::TextGenerationSettings)>(DLL2SDK::GameAssemblyBase + 0x4D64F50)(this, str_, settings_);
}
DLL2SDK::mscorlib::System::Collections::Generic::IList_1<DLL2SDK::UnityEngine::UnityEngine::UIVertex>* DLL2SDK::UnityEngine::UnityEngine::TextGenerator::get_verts_4042()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Collections::Generic::IList_1<DLL2SDK::UnityEngine::UnityEngine::UIVertex>*(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*)>(DLL2SDK::GameAssemblyBase + 0x4D652DC)(this);
}
DLL2SDK::mscorlib::System::Collections::Generic::IList_1<DLL2SDK::UnityEngine::UnityEngine::UICharInfo>* DLL2SDK::UnityEngine::UnityEngine::TextGenerator::get_characters_4043()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Collections::Generic::IList_1<DLL2SDK::UnityEngine::UnityEngine::UICharInfo>*(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*)>(DLL2SDK::GameAssemblyBase + 0x4D65310)(this);
}
DLL2SDK::mscorlib::System::Collections::Generic::IList_1<DLL2SDK::UnityEngine::UnityEngine::UILineInfo>* DLL2SDK::UnityEngine::UnityEngine::TextGenerator::get_lines_4044()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::Collections::Generic::IList_1<DLL2SDK::UnityEngine::UnityEngine::UILineInfo>*(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*)>(DLL2SDK::GameAssemblyBase + 0x4D65344)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextGenerator::Init_4045()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*)>(DLL2SDK::GameAssemblyBase + 0x4D64100)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextGenerator::Dispose_cpp_4046()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*)>(DLL2SDK::GameAssemblyBase + 0x4D642BC)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::TextGenerator::Populate_Internal_4047(DLL2SDK::mscorlib::System::String* str_, DLL2SDK::UnityEngine::UnityEngine::Font* font_, DLL2SDK::UnityEngine::UnityEngine::Color color_, int32_t fontSize_, float scaleFactor_, float lineSpacing_, DLL2SDK::UnityEngine::UnityEngine::FontStyle style_, bool richText_, bool resizeTextForBestFit_, int32_t resizeTextMinSize_, int32_t resizeTextMaxSize_, DLL2SDK::UnityEngine::UnityEngine::VerticalWrapMode verticalOverFlow_, DLL2SDK::UnityEngine::UnityEngine::HorizontalWrapMode horizontalOverflow_, bool updateBounds_, DLL2SDK::UnityEngine::UnityEngine::TextAnchor anchor_, DLL2SDK::UnityEngine::UnityEngine::Vector2 extents_, DLL2SDK::UnityEngine::UnityEngine::Vector2 pivot_, bool generateOutOfBounds_, bool alignByGeometry_, DLL2SDK::UnityEngine::UnityEngine::TextGenerationError* error_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::Font*, DLL2SDK::UnityEngine::UnityEngine::Color, int32_t, float, float, DLL2SDK::UnityEngine::UnityEngine::FontStyle, bool, bool, int32_t, int32_t, DLL2SDK::UnityEngine::UnityEngine::VerticalWrapMode, DLL2SDK::UnityEngine::UnityEngine::HorizontalWrapMode, bool, DLL2SDK::UnityEngine::UnityEngine::TextAnchor, DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2, bool, bool, DLL2SDK::UnityEngine::UnityEngine::TextGenerationError*)>(DLL2SDK::GameAssemblyBase + 0x4D65128)(this, str_, font_, color_, fontSize_, scaleFactor_, lineSpacing_, style_, richText_, resizeTextForBestFit_, resizeTextMinSize_, resizeTextMaxSize_, verticalOverFlow_, horizontalOverflow_, updateBounds_, anchor_, extents_, pivot_, generateOutOfBounds_, alignByGeometry_, error_);
}
bool DLL2SDK::UnityEngine::UnityEngine::TextGenerator::Populate_Internal_cpp_4048(DLL2SDK::mscorlib::System::String* str_, DLL2SDK::UnityEngine::UnityEngine::Font* font_, DLL2SDK::UnityEngine::UnityEngine::Color color_, int32_t fontSize_, float scaleFactor_, float lineSpacing_, DLL2SDK::UnityEngine::UnityEngine::FontStyle style_, bool richText_, bool resizeTextForBestFit_, int32_t resizeTextMinSize_, int32_t resizeTextMaxSize_, int32_t verticalOverFlow_, int32_t horizontalOverflow_, bool updateBounds_, DLL2SDK::UnityEngine::UnityEngine::TextAnchor anchor_, float extentsX_, float extentsY_, float pivotX_, float pivotY_, bool generateOutOfBounds_, bool alignByGeometry_, uint32_t* error_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::Font*, DLL2SDK::UnityEngine::UnityEngine::Color, int32_t, float, float, DLL2SDK::UnityEngine::UnityEngine::FontStyle, bool, bool, int32_t, int32_t, int32_t, int32_t, bool, DLL2SDK::UnityEngine::UnityEngine::TextAnchor, float, float, float, float, bool, bool, uint32_t*)>(DLL2SDK::GameAssemblyBase + 0x4D65378)(this, str_, font_, color_, fontSize_, scaleFactor_, lineSpacing_, style_, richText_, resizeTextForBestFit_, resizeTextMinSize_, resizeTextMaxSize_, verticalOverFlow_, horizontalOverflow_, updateBounds_, anchor_, extentsX_, extentsY_, pivotX_, pivotY_, generateOutOfBounds_, alignByGeometry_, error_);
}
bool DLL2SDK::UnityEngine::UnityEngine::TextGenerator::INTERNAL_CALL_Populate_Internal_cpp_4049(DLL2SDK::UnityEngine::UnityEngine::TextGenerator* self_, DLL2SDK::mscorlib::System::String* str_, DLL2SDK::UnityEngine::UnityEngine::Font* font_, DLL2SDK::UnityEngine::UnityEngine::Color* color_, int32_t fontSize_, float scaleFactor_, float lineSpacing_, DLL2SDK::UnityEngine::UnityEngine::FontStyle style_, bool richText_, bool resizeTextForBestFit_, int32_t resizeTextMinSize_, int32_t resizeTextMaxSize_, int32_t verticalOverFlow_, int32_t horizontalOverflow_, bool updateBounds_, DLL2SDK::UnityEngine::UnityEngine::TextAnchor anchor_, float extentsX_, float extentsY_, float pivotX_, float pivotY_, bool generateOutOfBounds_, bool alignByGeometry_, uint32_t* error_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::Font*, DLL2SDK::UnityEngine::UnityEngine::Color*, int32_t, float, float, DLL2SDK::UnityEngine::UnityEngine::FontStyle, bool, bool, int32_t, int32_t, int32_t, int32_t, bool, DLL2SDK::UnityEngine::UnityEngine::TextAnchor, float, float, float, float, bool, bool, uint32_t*)>(DLL2SDK::GameAssemblyBase + 0x4D65458)(self_, str_, font_, color_, fontSize_, scaleFactor_, lineSpacing_, style_, richText_, resizeTextForBestFit_, resizeTextMinSize_, resizeTextMaxSize_, verticalOverFlow_, horizontalOverflow_, updateBounds_, anchor_, extentsX_, extentsY_, pivotX_, pivotY_, generateOutOfBounds_, alignByGeometry_, error_);
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine::UnityEngine::TextGenerator::get_rectExtents_4050()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*)>(DLL2SDK::GameAssemblyBase + 0x4D64A58)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextGenerator::INTERNAL_get_rectExtents_4051(DLL2SDK::UnityEngine::UnityEngine::Rect* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*, DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x4D655CC)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::TextGenerator::GetVerticesInternal_4052(DLL2SDK::mscorlib::System::Object* vertices_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4D648A4)(this, vertices_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::TextGenerator::get_characterCount_4053()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*)>(DLL2SDK::GameAssemblyBase + 0x4D6566C)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::TextGenerator::get_characterCountVisible_4054()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*)>(DLL2SDK::GameAssemblyBase + 0x4D65704)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextGenerator::GetCharactersInternal_4055(DLL2SDK::mscorlib::System::Object* characters_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4D6475C)(this, characters_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::TextGenerator::get_lineCount_4056()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*)>(DLL2SDK::GameAssemblyBase + 0x4D65718)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TextGenerator::GetLinesInternal_4057(DLL2SDK::mscorlib::System::Object* lines_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TextGenerator*, DLL2SDK::mscorlib::System::Object*)>(DLL2SDK::GameAssemblyBase + 0x4D64800)(this, lines_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationOffsetPlayable::_ctor_3945()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationOffsetPlayable*)>(DLL2SDK::GameAssemblyBase + 0x4DD360C)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationOffsetPlayable::get_position_3946()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationOffsetPlayable*)>(DLL2SDK::GameAssemblyBase + 0x4DD3614)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationOffsetPlayable::set_position_3947(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationOffsetPlayable*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4DD36BC)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationOffsetPlayable::get_rotation_3948()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Quaternion(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationOffsetPlayable*)>(DLL2SDK::GameAssemblyBase + 0x4DD3708)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationOffsetPlayable::set_rotation_3949(DLL2SDK::UnityEngine::UnityEngine::Quaternion value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationOffsetPlayable*, DLL2SDK::UnityEngine::UnityEngine::Quaternion)>(DLL2SDK::GameAssemblyBase + 0x4DD3788)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationOffsetPlayable::GetPosition_3950(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD3674)(handle_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationOffsetPlayable::INTERNAL_CALL_GetPosition_3951(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4DD37E0)(handle_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationOffsetPlayable::SetPosition_3952(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4DD36E0)(handle_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationOffsetPlayable::INTERNAL_CALL_SetPosition_3953(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4DD3880)(handle_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationOffsetPlayable::GetRotation_3954(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Quaternion(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD3750)(handle_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationOffsetPlayable::INTERNAL_CALL_GetRotation_3955(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::UnityEngine::UnityEngine::Quaternion* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4DD3920)(handle_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationOffsetPlayable::SetRotation_3956(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::UnityEngine::UnityEngine::Quaternion value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::UnityEngine::UnityEngine::Quaternion)>(DLL2SDK::GameAssemblyBase + 0x4DD37B0)(handle_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationOffsetPlayable::INTERNAL_CALL_SetRotation_3957(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::UnityEngine::UnityEngine::Quaternion* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4DD39C0)(handle_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationPlayableOutput DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationPlayableOutput::get_Null_3942()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationPlayableOutput(*)()>(DLL2SDK::GameAssemblyBase + 0x4DD4170)();
}
DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationPlayableOutput::get_sourcePlayable_3943()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationPlayableOutput*)>(DLL2SDK::GameAssemblyBase + 0x4DD4304)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationPlayableOutput::SetSourcePlayableWithoutRebind_3944(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle playableHandle_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationPlayableOutput*, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle)>(DLL2SDK::GameAssemblyBase + 0x4DD4360)(this, playableHandle_);
}
DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationPlayableGraphExtensions::CreateAnimationClipPlayableEx_3930(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph graph_, DLL2SDK::UnityEngine::UnityEngine::Animator* animator_, DLL2SDK::UnityEngine::UnityEngine::AnimationClip* clip_, DLL2SDK::mscorlib::System::String* playableName_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph, DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AnimationClip*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD3A68)(graph_, animator_, clip_, playableName_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationPlayableGraphExtensions::InternalCreateAnimationClipPlayableEx_3931(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph* graph_, DLL2SDK::UnityEngine::UnityEngine::Animator* animator_, DLL2SDK::UnityEngine::UnityEngine::AnimationClip* clip_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::mscorlib::System::String* playableName_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph*, DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AnimationClip*, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD3BA8)(graph_, animator_, clip_, handle_, playableName_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationPlayableGraphExtensions::INTERNAL_CALL_InternalCreateAnimationClipPlayableEx_3932(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph* graph_, DLL2SDK::UnityEngine::UnityEngine::Animator* animator_, DLL2SDK::UnityEngine::UnityEngine::AnimationClip* clip_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::mscorlib::System::String* playableName_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph*, DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AnimationClip*, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD3BCC)(graph_, animator_, clip_, handle_, playableName_);
}
DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationPlayableGraphExtensions::CreateAnimationMixerPlayable_3933(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph graph_, int32_t inputCount_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD3C84)(graph_, inputCount_);
}
DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationPlayableGraphExtensions::CreateAnimationMixerPlayable_3934(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph graph_, int32_t inputCount_, bool normalizeWeights_, DLL2SDK::mscorlib::System::String* playableName_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph, int32_t, bool, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD3D40)(graph_, inputCount_, normalizeWeights_, playableName_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationPlayableGraphExtensions::InternalCreateAnimationMixerPlayable_3935(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph* graph_, int32_t inputCount_, bool normalizeWeights_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::mscorlib::System::String* playableName_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph*, int32_t, bool, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD3DC4)(graph_, inputCount_, normalizeWeights_, handle_, playableName_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationPlayableGraphExtensions::INTERNAL_CALL_InternalCreateAnimationMixerPlayable_3936(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph* graph_, int32_t inputCount_, bool normalizeWeights_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::mscorlib::System::String* playableName_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph*, int32_t, bool, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD3DE8)(graph_, inputCount_, normalizeWeights_, handle_, playableName_);
}
DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationPlayableGraphExtensions::CreateAnimationLayerMixerPlayable_3937(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph graph_, int32_t inputCount_, DLL2SDK::mscorlib::System::String* playableName_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph, int32_t, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD3EA0)(graph_, inputCount_, playableName_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationPlayableGraphExtensions::InternalCreateAnimationLayerMixerPlayable_3938(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph* graph_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::mscorlib::System::String* playableName_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph*, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD3F14)(graph_, handle_, playableName_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationPlayableGraphExtensions::INTERNAL_CALL_InternalCreateAnimationLayerMixerPlayable_3939(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph* graph_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::mscorlib::System::String* playableName_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph*, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4DD3F2C)(graph_, handle_, playableName_);
}
DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationPlayableOutput DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationPlayableGraphExtensions::GetAnimationOutput_3940(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph graph_, int32_t index_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationPlayableOutput(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4DD3FD4)(graph_, index_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationPlayableGraphExtensions::InternalGetAnimationOutput_3941(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph* graph_, int32_t index_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableOutput* output_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableOutput*)>(DLL2SDK::GameAssemblyBase + 0x4DD40C8)(graph_, index_, output_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable::_ctor_3900()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable*)>(DLL2SDK::GameAssemblyBase + 0x4DD2CC0)(this);
}
DLL2SDK::UnityEngine::UnityEngine::AnimationClip* DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable::get_clip_3901()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimationClip*(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable*)>(DLL2SDK::GameAssemblyBase + 0x4DD2CD0)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable::get_speed_3902()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable*)>(DLL2SDK::GameAssemblyBase + 0x4DD2CDC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable::set_speed_3903(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable*, float)>(DLL2SDK::GameAssemblyBase + 0x4DD2CE8)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable::get_applyFootIK_3904()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable*)>(DLL2SDK::GameAssemblyBase + 0x4DD2CF8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable::set_applyFootIK_3905(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable*, bool)>(DLL2SDK::GameAssemblyBase + 0x4DD2D04)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable::get_removeStartOffset_3906()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable*)>(DLL2SDK::GameAssemblyBase + 0x4DD2D14)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable::set_removeStartOffset_3907(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable*, bool)>(DLL2SDK::GameAssemblyBase + 0x4DD2D20)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable::Play_3908(DLL2SDK::UnityEngine::UnityEngine::Animator* animator_, DLL2SDK::UnityEngine::UnityEngine::AnimationClip* animationClip_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable*, DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AnimationClip*)>(DLL2SDK::GameAssemblyBase + 0x4DD2D30)(this, animator_, animationClip_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable::Play_3909(DLL2SDK::UnityEngine::UnityEngine::Animator* animator_, DLL2SDK::UnityEngine::UnityEngine::AnimationClip* animationClip_, float speed_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable*, DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AnimationClip*, float)>(DLL2SDK::GameAssemblyBase + 0x4DD2D5C)(this, animator_, animationClip_, speed_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable::SetClip_3910(DLL2SDK::UnityEngine::UnityEngine::Animator* animator_, DLL2SDK::UnityEngine::UnityEngine::AnimationClip* animationClip_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable*, DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AnimationClip*)>(DLL2SDK::GameAssemblyBase + 0x4DD2DA8)(this, animator_, animationClip_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable::Play_3911(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::UnityEngine::UnityEngine::Animator* animator_, DLL2SDK::UnityEngine::UnityEngine::AnimationClip* animationClip_, float speed_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AnimationClip*, float)>(DLL2SDK::GameAssemblyBase + 0x4DD2D88)(handle_, animator_, animationClip_, speed_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable::INTERNAL_CALL_Play_3912(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::UnityEngine::UnityEngine::Animator* animator_, DLL2SDK::UnityEngine::UnityEngine::AnimationClip* animationClip_, float speed_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AnimationClip*, float)>(DLL2SDK::GameAssemblyBase + 0x4DD2DE4)(handle_, animator_, animationClip_, speed_);
}
DLL2SDK::UnityEngine::UnityEngine::AnimationClip* DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable::GetAnimationClip_3913(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimationClip*(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD2CD8)(handle_);
}
DLL2SDK::UnityEngine::UnityEngine::AnimationClip* DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable::INTERNAL_CALL_GetAnimationClip_3914(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimationClip*(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD2E9C)(handle_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable::SetAnimationClip_3915(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::UnityEngine::UnityEngine::Animator* animator_, DLL2SDK::UnityEngine::UnityEngine::AnimationClip* animationClip_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AnimationClip*)>(DLL2SDK::GameAssemblyBase + 0x4DD2DCC)(handle_, animator_, animationClip_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable::INTERNAL_CALL_SetAnimationClip_3916(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, DLL2SDK::UnityEngine::UnityEngine::Animator* animator_, DLL2SDK::UnityEngine::UnityEngine::AnimationClip* animationClip_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AnimationClip*)>(DLL2SDK::GameAssemblyBase + 0x4DD2F34)(handle_, animator_, animationClip_);
}
float DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable::GetSpeed_3917(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD2CE4)(handle_);
}
float DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable::INTERNAL_CALL_GetSpeed_3918(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD2FDC)(handle_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable::SetSpeed_3919(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, float)>(DLL2SDK::GameAssemblyBase + 0x4DD2CF4)(handle_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable::INTERNAL_CALL_SetSpeed_3920(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, float)>(DLL2SDK::GameAssemblyBase + 0x4DD3074)(handle_, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable::GetApplyFootIK_3921(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD2D00)(handle_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable::INTERNAL_CALL_GetApplyFootIK_3922(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD3114)(handle_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable::SetApplyFootIK_3923(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, bool)>(DLL2SDK::GameAssemblyBase + 0x4DD2D10)(handle_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable::INTERNAL_CALL_SetApplyFootIK_3924(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, bool)>(DLL2SDK::GameAssemblyBase + 0x4DD31AC)(handle_, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable::GetRemoveStartOffset_3925(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD2D1C)(handle_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable::INTERNAL_CALL_GetRemoveStartOffset_3926(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x4DD324C)(handle_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable::SetRemoveStartOffset_3927(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, bool)>(DLL2SDK::GameAssemblyBase + 0x4DD2D2C)(handle_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::AnimationClipPlayable::INTERNAL_CALL_SetRemoveStartOffset_3928(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_, bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*, bool)>(DLL2SDK::GameAssemblyBase + 0x4DD32E4)(handle_, value_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::HumanBone::get_boneName_3726()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::HumanBone*)>(DLL2SDK::GameAssemblyBase + 0x472FE44)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::HumanBone::set_boneName_3727(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::HumanBone*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x472FE4C)(this, value_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::HumanBone::get_humanName_3728()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::HumanBone*)>(DLL2SDK::GameAssemblyBase + 0x472FE54)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::HumanBone::set_humanName_3729(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::HumanBone*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x472FE5C)(this, value_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::AnimatorControllerParameter::get_name_3716()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorControllerParameter*)>(DLL2SDK::GameAssemblyBase + 0x463E7D4)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AnimatorControllerParameter::get_nameHash_3717()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorControllerParameter*)>(DLL2SDK::GameAssemblyBase + 0x463E7DC)(this);
}
DLL2SDK::UnityEngine::UnityEngine::AnimatorControllerParameterType DLL2SDK::UnityEngine::UnityEngine::AnimatorControllerParameter::get_type_3718()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimatorControllerParameterType(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorControllerParameter*)>(DLL2SDK::GameAssemblyBase + 0x463E7E4)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::AnimatorControllerParameter::get_defaultFloat_3719()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorControllerParameter*)>(DLL2SDK::GameAssemblyBase + 0x463E7EC)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AnimatorControllerParameter::get_defaultInt_3720()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorControllerParameter*)>(DLL2SDK::GameAssemblyBase + 0x463E7F4)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::AnimatorControllerParameter::get_defaultBool_3721()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorControllerParameter*)>(DLL2SDK::GameAssemblyBase + 0x463E7FC)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::AnimatorControllerParameter::Equals_3722(DLL2SDK::mscorlib::System::Object* o_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[0];
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorControllerParameter*, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, o_, Data.method);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AnimatorControllerParameter::GetHashCode_3723()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[2];
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::AnimatorControllerParameter*, void*)>(Data.methodPtr)(this, Data.method);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animator::get_isHuman_3498()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x4637EF8)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::Animator::get_humanScale_3499()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x4637F90)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::Animator::GetFloat_3500(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4638028)(this, name_);
}
float DLL2SDK::UnityEngine::UnityEngine::Animator::GetFloat_3501(int32_t id_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x46380CC)(this, id_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetFloat_3502(DLL2SDK::mscorlib::System::String* name_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::mscorlib::System::String*, float)>(DLL2SDK::GameAssemblyBase + 0x4638170)(this, name_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetFloat_3503(DLL2SDK::mscorlib::System::String* name_, float value_, float dampTime_, float deltaTime_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::mscorlib::System::String*, float, float, float)>(DLL2SDK::GameAssemblyBase + 0x463821C)(this, name_, value_, dampTime_, deltaTime_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetFloat_3504(int32_t id_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x46382EC)(this, id_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetFloat_3505(int32_t id_, float value_, float dampTime_, float deltaTime_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t, float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4638398)(this, id_, value_, dampTime_, deltaTime_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animator::GetBool_3506(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4638468)(this, name_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animator::GetBool_3507(int32_t id_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x463850C)(this, id_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetBool_3508(DLL2SDK::mscorlib::System::String* name_, bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::mscorlib::System::String*, bool)>(DLL2SDK::GameAssemblyBase + 0x46385B0)(this, name_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetBool_3509(int32_t id_, bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x463865C)(this, id_, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Animator::GetInteger_3510(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4638708)(this, name_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Animator::GetInteger_3511(int32_t id_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x46387AC)(this, id_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetInteger_3512(DLL2SDK::mscorlib::System::String* name_, int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::mscorlib::System::String*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4638850)(this, name_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetInteger_3513(int32_t id_, int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x46388FC)(this, id_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetTrigger_3514(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x46389A8)(this, name_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetTrigger_3515(int32_t id_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4638A4C)(this, id_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::ResetTrigger_3516(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4638AF0)(this, name_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::ResetTrigger_3517(int32_t id_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4638B94)(this, id_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animator::IsParameterControlledByCurve_3518(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4638C38)(this, name_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Animator::get_deltaPosition_3519()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x4638CDC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::INTERNAL_get_deltaPosition_3520(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4638D24)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::UnityEngine::UnityEngine::Animator::get_deltaRotation_3521()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Quaternion(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x4638DC4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::INTERNAL_get_deltaRotation_3522(DLL2SDK::UnityEngine::UnityEngine::Quaternion* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4638DFC)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Animator::get_rootPosition_3523()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x4638E9C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::INTERNAL_get_rootPosition_3524(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4638EE4)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::UnityEngine::UnityEngine::Animator::get_rootRotation_3525()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Quaternion(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x4638F84)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::INTERNAL_get_rootRotation_3526(DLL2SDK::UnityEngine::UnityEngine::Quaternion* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4638FBC)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animator::get_applyRootMotion_3527()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463905C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::set_applyRootMotion_3528(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, bool)>(DLL2SDK::GameAssemblyBase + 0x46390F4)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::AnimatorUpdateMode DLL2SDK::UnityEngine::UnityEngine::Animator::get_updateMode_3529()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimatorUpdateMode(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x4639194)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::set_updateMode_3530(DLL2SDK::UnityEngine::UnityEngine::AnimatorUpdateMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AnimatorUpdateMode)>(DLL2SDK::GameAssemblyBase + 0x463922C)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Animator::get_minUpdateInterval_3531()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x46392CC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::set_minUpdateInterval_3532(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, float)>(DLL2SDK::GameAssemblyBase + 0x4639364)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animator::ShouldUpdate_3533()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x4639404)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::Animator::get_gravityWeight_3534()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463949C)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Animator::get_bodyPosition_3535()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x4639534)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::set_bodyPosition_3536(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x46396C4)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Animator::GetBodyPositionInternal_3537()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x4639684)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::INTERNAL_CALL_GetBodyPositionInternal_3538(DLL2SDK::UnityEngine::UnityEngine::Animator* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4639728)(self_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetBodyPositionInternal_3539(DLL2SDK::UnityEngine::UnityEngine::Vector3 bodyPosition_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4639704)(this, bodyPosition_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::INTERNAL_CALL_SetBodyPositionInternal_3540(DLL2SDK::UnityEngine::UnityEngine::Animator* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* bodyPosition_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x46397C8)(self_, bodyPosition_);
}
DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::UnityEngine::UnityEngine::Animator::get_bodyRotation_3541()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Quaternion(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x4639868)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::set_bodyRotation_3542(DLL2SDK::UnityEngine::UnityEngine::Quaternion value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::Quaternion)>(DLL2SDK::GameAssemblyBase + 0x46398F8)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::UnityEngine::UnityEngine::Animator::GetBodyRotationInternal_3543()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Quaternion(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x46398C4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::INTERNAL_CALL_GetBodyRotationInternal_3544(DLL2SDK::UnityEngine::UnityEngine::Animator* self_, DLL2SDK::UnityEngine::UnityEngine::Quaternion* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4639968)(self_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetBodyRotationInternal_3545(DLL2SDK::UnityEngine::UnityEngine::Quaternion bodyRotation_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::Quaternion)>(DLL2SDK::GameAssemblyBase + 0x4639940)(this, bodyRotation_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::INTERNAL_CALL_SetBodyRotationInternal_3546(DLL2SDK::UnityEngine::UnityEngine::Animator* self_, DLL2SDK::UnityEngine::UnityEngine::Quaternion* bodyRotation_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4639A08)(self_, bodyRotation_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Animator::GetIKPosition_3547(DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal goal_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal)>(DLL2SDK::GameAssemblyBase + 0x4639AA8)(this, goal_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Animator::GetIKPositionInternal_3548(DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal goal_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal)>(DLL2SDK::GameAssemblyBase + 0x4639B1C)(this, goal_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::INTERNAL_CALL_GetIKPositionInternal_3549(DLL2SDK::UnityEngine::UnityEngine::Animator* self_, DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal goal_, DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4639B5C)(self_, goal_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetIKPosition_3550(DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal goal_, DLL2SDK::UnityEngine::UnityEngine::Vector3 goalPosition_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4639C04)(this, goal_, goalPosition_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetIKPositionInternal_3551(DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal goal_, DLL2SDK::UnityEngine::UnityEngine::Vector3 goalPosition_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4639C4C)(this, goal_, goalPosition_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::INTERNAL_CALL_SetIKPositionInternal_3552(DLL2SDK::UnityEngine::UnityEngine::Animator* self_, DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal goal_, DLL2SDK::UnityEngine::UnityEngine::Vector3* goalPosition_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4639C80)(self_, goal_, goalPosition_);
}
DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::UnityEngine::UnityEngine::Animator::GetIKRotation_3553(DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal goal_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Quaternion(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal)>(DLL2SDK::GameAssemblyBase + 0x4639D28)(this, goal_);
}
DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::UnityEngine::UnityEngine::Animator::GetIKRotationInternal_3554(DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal goal_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Quaternion(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal)>(DLL2SDK::GameAssemblyBase + 0x4639D8C)(this, goal_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::INTERNAL_CALL_GetIKRotationInternal_3555(DLL2SDK::UnityEngine::UnityEngine::Animator* self_, DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal goal_, DLL2SDK::UnityEngine::UnityEngine::Quaternion* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4639DC0)(self_, goal_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetIKRotation_3556(DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal goal_, DLL2SDK::UnityEngine::UnityEngine::Quaternion goalRotation_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal, DLL2SDK::UnityEngine::UnityEngine::Quaternion)>(DLL2SDK::GameAssemblyBase + 0x4639E68)(this, goal_, goalRotation_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetIKRotationInternal_3557(DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal goal_, DLL2SDK::UnityEngine::UnityEngine::Quaternion goalRotation_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal, DLL2SDK::UnityEngine::UnityEngine::Quaternion)>(DLL2SDK::GameAssemblyBase + 0x4639EB8)(this, goal_, goalRotation_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::INTERNAL_CALL_SetIKRotationInternal_3558(DLL2SDK::UnityEngine::UnityEngine::Animator* self_, DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal goal_, DLL2SDK::UnityEngine::UnityEngine::Quaternion* goalRotation_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4639EF8)(self_, goal_, goalRotation_);
}
float DLL2SDK::UnityEngine::UnityEngine::Animator::GetIKPositionWeight_3559(DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal goal_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal)>(DLL2SDK::GameAssemblyBase + 0x4639FA0)(this, goal_);
}
float DLL2SDK::UnityEngine::UnityEngine::Animator::GetIKPositionWeightInternal_3560(DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal goal_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal)>(DLL2SDK::GameAssemblyBase + 0x4639FC4)(this, goal_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetIKPositionWeight_3561(DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal goal_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal, float)>(DLL2SDK::GameAssemblyBase + 0x463A064)(this, goal_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetIKPositionWeightInternal_3562(DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal goal_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal, float)>(DLL2SDK::GameAssemblyBase + 0x463A090)(this, goal_, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Animator::GetIKRotationWeight_3563(DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal goal_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal)>(DLL2SDK::GameAssemblyBase + 0x463A138)(this, goal_);
}
float DLL2SDK::UnityEngine::UnityEngine::Animator::GetIKRotationWeightInternal_3564(DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal goal_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal)>(DLL2SDK::GameAssemblyBase + 0x463A15C)(this, goal_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetIKRotationWeight_3565(DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal goal_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal, float)>(DLL2SDK::GameAssemblyBase + 0x463A1FC)(this, goal_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetIKRotationWeightInternal_3566(DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal goal_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AvatarIKGoal, float)>(DLL2SDK::GameAssemblyBase + 0x463A228)(this, goal_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetLookAtPosition_3567(DLL2SDK::UnityEngine::UnityEngine::Vector3 lookAtPosition_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x463A2D0)(this, lookAtPosition_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetLookAtPositionInternal_3568(DLL2SDK::UnityEngine::UnityEngine::Vector3 lookAtPosition_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x463A310)(this, lookAtPosition_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::INTERNAL_CALL_SetLookAtPositionInternal_3569(DLL2SDK::UnityEngine::UnityEngine::Animator* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* lookAtPosition_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x463A334)(self_, lookAtPosition_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetLookAtWeight_3570(float weight_, float bodyWeight_, float headWeight_, float eyesWeight_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, float, float, float, float)>(DLL2SDK::GameAssemblyBase + 0x463A3D4)(this, weight_, bodyWeight_, headWeight_, eyesWeight_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetLookAtWeight_3571(float weight_, float bodyWeight_, float headWeight_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, float, float, float)>(DLL2SDK::GameAssemblyBase + 0x463A46C)(this, weight_, bodyWeight_, headWeight_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetLookAtWeight_3572(float weight_, float bodyWeight_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, float, float)>(DLL2SDK::GameAssemblyBase + 0x463A4B8)(this, weight_, bodyWeight_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetLookAtWeight_3573(float weight_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, float)>(DLL2SDK::GameAssemblyBase + 0x463A500)(this, weight_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetLookAtWeight_3574(float weight_, float bodyWeight_, float headWeight_, float eyesWeight_, float clampWeight_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, float, float, float, float, float)>(DLL2SDK::GameAssemblyBase + 0x463A420)(this, weight_, bodyWeight_, headWeight_, eyesWeight_, clampWeight_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetLookAtWeightInternal_3575(float weight_, float bodyWeight_, float headWeight_, float eyesWeight_, float clampWeight_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, float, float, float, float, float)>(DLL2SDK::GameAssemblyBase + 0x463A544)(this, weight_, bodyWeight_, headWeight_, eyesWeight_, clampWeight_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::add_ObjectCreatedCallBack_3576(DLL2SDK::UnityEngine::UnityEngine::Animator_ObjectCreated* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::Animator_ObjectCreated*)>(DLL2SDK::GameAssemblyBase + 0x463A5F4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::remove_ObjectCreatedCallBack_3577(DLL2SDK::UnityEngine::UnityEngine::Animator_ObjectCreated* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::Animator_ObjectCreated*)>(DLL2SDK::GameAssemblyBase + 0x463A7A8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::add_ObjectClearedCallBack_3578(DLL2SDK::UnityEngine::UnityEngine::Animator_ObjectCleared* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::Animator_ObjectCleared*)>(DLL2SDK::GameAssemblyBase + 0x463A95C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::remove_ObjectClearedCallBack_3579(DLL2SDK::UnityEngine::UnityEngine::Animator_ObjectCleared* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::Animator_ObjectCleared*)>(DLL2SDK::GameAssemblyBase + 0x463AB10)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::OnObjectCreatedCallBack_3580()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463ACC4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::OnObjectClearedCallBack_3581()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463AD68)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animator::get_stabilizeFeet_3582()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463AE0C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::set_stabilizeFeet_3583(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, bool)>(DLL2SDK::GameAssemblyBase + 0x463AEA4)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Animator::get_layerCount_3584()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463AF44)(this);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Animator::GetLayerName_3585(int32_t layerIndex_)
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x463AFDC)(this, layerIndex_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Animator::GetLayerIndex_3586(DLL2SDK::mscorlib::System::String* layerName_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x463B07C)(this, layerName_);
}
float DLL2SDK::UnityEngine::UnityEngine::Animator::GetLayerWeight_3587(int32_t layerIndex_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x463B11C)(this, layerIndex_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetLayerWeight_3588(int32_t layerIndex_, float weight_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x463B1BC)(this, layerIndex_, weight_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetLayerBoneWeight_3589(int32_t layerIndex_, DLL2SDK::mscorlib::System::String* path_, float weight_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t, DLL2SDK::mscorlib::System::String*, float)>(DLL2SDK::GameAssemblyBase + 0x463B264)(this, layerIndex_, path_, weight_);
}
DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo DLL2SDK::UnityEngine::UnityEngine::Animator::GetCurrentAnimatorStateInfo_3590(int32_t layerIndex_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x463B314)(this, layerIndex_);
}
DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo DLL2SDK::UnityEngine::UnityEngine::Animator::GetNextAnimatorStateInfo_3591(int32_t layerIndex_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x463B3B4)(this, layerIndex_);
}
DLL2SDK::UnityEngine::UnityEngine::AnimatorTransitionInfo DLL2SDK::UnityEngine::UnityEngine::Animator::GetAnimatorTransitionInfo_3592(int32_t layerIndex_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimatorTransitionInfo(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x463B454)(this, layerIndex_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::AnimatorClipInfo>* DLL2SDK::UnityEngine::UnityEngine::Animator::GetCurrentAnimatorClipInfo_3593(int32_t layerIndex_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::AnimatorClipInfo>*(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x463B4F4)(this, layerIndex_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::AnimatorClipInfo>* DLL2SDK::UnityEngine::UnityEngine::Animator::GetNextAnimatorClipInfo_3594(int32_t layerIndex_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::AnimatorClipInfo>*(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x463B594)(this, layerIndex_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animator::IsInTransition_3595(int32_t layerIndex_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x463B634)(this, layerIndex_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::AnimatorControllerParameter*>* DLL2SDK::UnityEngine::UnityEngine::Animator::get_parameters_3596()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::AnimatorControllerParameter*>*(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463B6D4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetGenericBoneRetarget_3597(int32_t count_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Transform*>* bones_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>* positions_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Quaternion>* quaternions_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Transform*>*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Quaternion>*)>(DLL2SDK::GameAssemblyBase + 0x463B76C)(this, count_, bones_, positions_, quaternions_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::InternalSetGenericBoneRetarget_3598(int32_t count_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Transform*>* bones_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>* positions_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Quaternion>* quaternions_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Transform*>*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Quaternion>*)>(DLL2SDK::GameAssemblyBase + 0x463B894)(this, count_, bones_, positions_, quaternions_);
}
float DLL2SDK::UnityEngine::UnityEngine::Animator::get_feetPivotActive_3599()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463B944)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::set_feetPivotActive_3600(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, float)>(DLL2SDK::GameAssemblyBase + 0x463B9DC)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Animator::get_pivotWeight_3601()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463BA7C)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Animator::get_pivotPosition_3602()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463BB14)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::INTERNAL_get_pivotPosition_3603(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x463BB5C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::MatchTarget_3604(DLL2SDK::UnityEngine::UnityEngine::Vector3 matchPosition_, DLL2SDK::UnityEngine::UnityEngine::Quaternion matchRotation_, DLL2SDK::UnityEngine::UnityEngine::AvatarTarget targetBodyPart_, DLL2SDK::UnityEngine::UnityEngine::MatchTargetWeightMask weightMask_, float startNormalizedTime_, float targetNormalizedTime_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Quaternion, DLL2SDK::UnityEngine::UnityEngine::AvatarTarget, DLL2SDK::UnityEngine::UnityEngine::MatchTargetWeightMask, float, float)>(DLL2SDK::GameAssemblyBase + 0x463BBFC)(this, matchPosition_, matchRotation_, targetBodyPart_, weightMask_, startNormalizedTime_, targetNormalizedTime_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::INTERNAL_CALL_MatchTarget_3605(DLL2SDK::UnityEngine::UnityEngine::Animator* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* matchPosition_, DLL2SDK::UnityEngine::UnityEngine::Quaternion* matchRotation_, DLL2SDK::UnityEngine::UnityEngine::AvatarTarget targetBodyPart_, DLL2SDK::UnityEngine::UnityEngine::MatchTargetWeightMask* weightMask_, float startNormalizedTime_, float targetNormalizedTime_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*, DLL2SDK::UnityEngine::UnityEngine::AvatarTarget, DLL2SDK::UnityEngine::UnityEngine::MatchTargetWeightMask*, float, float)>(DLL2SDK::GameAssemblyBase + 0x463BC74)(self_, matchPosition_, matchRotation_, targetBodyPart_, weightMask_, startNormalizedTime_, targetNormalizedTime_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::InterruptMatchTarget_3606(bool completeMatch_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, bool)>(DLL2SDK::GameAssemblyBase + 0x463BD4C)(this, completeMatch_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animator::get_isMatchingTarget_3607()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463BDEC)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::Animator::get_speed_3608()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463BE84)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::set_speed_3609(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, float)>(DLL2SDK::GameAssemblyBase + 0x463BF1C)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animator::SetBlendDurationTimeWhenSwitchAnimationSet_3610(float blendDutationTime_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, float)>(DLL2SDK::GameAssemblyBase + 0x463BFBC)(this, blendDutationTime_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animator::InternalSetBlendDurationTimeWhenSwitchAnimationSet_3611(float blendDutationTime_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, float)>(DLL2SDK::GameAssemblyBase + 0x463BFC0)(this, blendDutationTime_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animator::IsInSwitchAnimationSetBlending_3612()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463C060)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animator::InternalIsInSwitchAnimationSetBlending_3613()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463C064)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::Animator::GetSwitchAnimationSetBlendingDurationTime_3614()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463C0FC)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::Animator::InternalGetSwitchAnimationSetBlendingDurationTime_3615()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463C100)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetAvatarMaskWhenSwitchAnimationSet_3616(DLL2SDK::UnityEngine::UnityEngine::AvatarMask* mask_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AvatarMask*)>(DLL2SDK::GameAssemblyBase + 0x463C198)(this, mask_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetAvatarMaskWhenSwitchAnimationSetIntenal_3617(DLL2SDK::UnityEngine::UnityEngine::AvatarMask* mask_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AvatarMask*)>(DLL2SDK::GameAssemblyBase + 0x463C19C)(this, mask_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::AnimationClip*>* DLL2SDK::UnityEngine::UnityEngine::Animator::GetStateAnimationClips_3618(int32_t layerIndex_, int32_t stateNameId_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::AnimationClip*>*(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x463C23C)(this, layerIndex_, stateNameId_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::CrossFadeInFixedTime_3619(DLL2SDK::mscorlib::System::String* stateName_, float transitionDuration_, int32_t layer_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::mscorlib::System::String*, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x463C2E4)(this, stateName_, transitionDuration_, layer_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::CrossFadeInFixedTime_3620(DLL2SDK::mscorlib::System::String* stateName_, float transitionDuration_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::mscorlib::System::String*, float)>(DLL2SDK::GameAssemblyBase + 0x463C364)(this, stateName_, transitionDuration_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::CrossFadeInFixedTime_3621(DLL2SDK::mscorlib::System::String* stateName_, float transitionDuration_, int32_t layer_, float fixedTime_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::mscorlib::System::String*, float, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x463C324)(this, stateName_, transitionDuration_, layer_, fixedTime_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::CrossFadeInFixedTime_3622(int32_t stateNameHash_, float transitionDuration_, int32_t layer_, float fixedTime_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t, float, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x463C438)(this, stateNameHash_, transitionDuration_, layer_, fixedTime_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::CrossFadeInFixedTime_3623(int32_t stateNameHash_, float transitionDuration_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x463C4E8)(this, stateNameHash_, transitionDuration_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::CrossFade_3624(DLL2SDK::mscorlib::System::String* stateName_, float transitionDuration_, int32_t layer_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::mscorlib::System::String*, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x463C50C)(this, stateName_, transitionDuration_, layer_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::CrossFade_3625(DLL2SDK::mscorlib::System::String* stateName_, float transitionDuration_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::mscorlib::System::String*, float)>(DLL2SDK::GameAssemblyBase + 0x463C590)(this, stateName_, transitionDuration_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::CrossFade_3626(DLL2SDK::mscorlib::System::String* stateName_, float transitionDuration_, int32_t layer_, float normalizedTime_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::mscorlib::System::String*, float, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x463C550)(this, stateName_, transitionDuration_, layer_, normalizedTime_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::CrossFade_3627(int32_t stateNameHash_, float transitionDuration_, int32_t layer_, float normalizedTime_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t, float, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x463C5D0)(this, stateNameHash_, transitionDuration_, layer_, normalizedTime_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::PlayInFixedTime_3628(DLL2SDK::mscorlib::System::String* stateName_, int32_t layer_, float fixedTime_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::mscorlib::System::String*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x463C680)(this, stateName_, layer_, fixedTime_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::PlayInFixedTime_3629(int32_t stateNameHash_, int32_t layer_, float fixedTime_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x463C6B8)(this, stateNameHash_, layer_, fixedTime_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::Play_3630(DLL2SDK::mscorlib::System::String* stateName_, int32_t layer_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::mscorlib::System::String*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x463C768)(this, stateName_, layer_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::Play_3631(DLL2SDK::mscorlib::System::String* stateName_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x463C7D8)(this, stateName_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::Play_3632(DLL2SDK::mscorlib::System::String* stateName_, int32_t layer_, float normalizedTime_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::mscorlib::System::String*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x463C7A0)(this, stateName_, layer_, normalizedTime_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::Play_3633(int32_t stateNameHash_, int32_t layer_, float normalizedTime_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x463C80C)(this, stateNameHash_, layer_, normalizedTime_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::Play_3634(int32_t stateNameHash_, int32_t layer_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x463C8BC)(this, stateNameHash_, layer_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::Play_3635(int32_t stateNameHash_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x463C8DC)(this, stateNameHash_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetTarget_3636(DLL2SDK::UnityEngine::UnityEngine::AvatarTarget targetIndex_, float targetNormalizedTime_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AvatarTarget, float)>(DLL2SDK::GameAssemblyBase + 0x463C900)(this, targetIndex_, targetNormalizedTime_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Animator::get_targetPosition_3637()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463C9A8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::INTERNAL_get_targetPosition_3638(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x463C9F0)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::UnityEngine::UnityEngine::Animator::get_targetRotation_3639()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Quaternion(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463CA90)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::INTERNAL_get_targetRotation_3640(DLL2SDK::UnityEngine::UnityEngine::Quaternion* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x463CAC8)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Transform* DLL2SDK::UnityEngine::UnityEngine::Animator::GetBoneTransform_3641(DLL2SDK::UnityEngine::UnityEngine::HumanBodyBones humanBoneId_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Transform*(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::HumanBodyBones)>(DLL2SDK::GameAssemblyBase + 0x463CB68)(this, humanBoneId_);
}
DLL2SDK::UnityEngine::UnityEngine::Transform* DLL2SDK::UnityEngine::UnityEngine::Animator::GetBoneTransformInternal_3642(int32_t humanBoneId_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Transform*(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x463CB6C)(this, humanBoneId_);
}
DLL2SDK::UnityEngine::UnityEngine::AnimatorCullingMode DLL2SDK::UnityEngine::UnityEngine::Animator::get_cullingMode_3643()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimatorCullingMode(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463CC0C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::set_cullingMode_3644(DLL2SDK::UnityEngine::UnityEngine::AnimatorCullingMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AnimatorCullingMode)>(DLL2SDK::GameAssemblyBase + 0x463CCA4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::set_lodMode_3645(DLL2SDK::UnityEngine::UnityEngine::AnimatorLodMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::AnimatorLodMode)>(DLL2SDK::GameAssemblyBase + 0x463CD44)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetLodRelativeHeight_3646(int32_t lodStatus_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x463CDE4)(this, lodStatus_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetLodFrequenceTimer_3647(int32_t lodStatus_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x463CE8C)(this, lodStatus_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::StartPlayback_3648()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463CF34)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::StopPlayback_3649()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463CFCC)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::Animator::get_playbackTime_3650()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463D064)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::set_playbackTime_3651(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, float)>(DLL2SDK::GameAssemblyBase + 0x463D0FC)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::StartRecording_3652(int32_t frameCount_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x463D19C)(this, frameCount_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::StopRecording_3653()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463D23C)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::Animator::get_recorderStartTime_3654()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463D2D4)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::Animator::get_recorderStopTime_3655()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463D36C)(this);
}
DLL2SDK::UnityEngine::UnityEngine::RuntimeAnimatorController* DLL2SDK::UnityEngine::UnityEngine::Animator::get_runtimeAnimatorController_3656()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RuntimeAnimatorController*(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463D404)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::set_runtimeAnimatorController_3657(DLL2SDK::UnityEngine::UnityEngine::RuntimeAnimatorController* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::RuntimeAnimatorController*)>(DLL2SDK::GameAssemblyBase + 0x463D49C)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animator::get_hasBoundPlayables_3658()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463D53C)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animator::HasState_3659(int32_t layerIndex_, int32_t stateID_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x463D5D4)(this, layerIndex_, stateID_);
}
DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle DLL2SDK::UnityEngine::UnityEngine::Animator::GetAnimatorControllerPlayable_3660()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463D67C)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animator::InternalGetAnimatorControllerPlayable_3661(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x463D6E8)(this, handle_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animator::INTERNAL_CALL_InternalGetAnimatorControllerPlayable_3662(DLL2SDK::UnityEngine::UnityEngine::Animator* self_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle* handle_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableHandle*)>(DLL2SDK::GameAssemblyBase + 0x463D6F4)(self_, handle_);
}
float DLL2SDK::UnityEngine::UnityEngine::Animator::GetStateSpeed_3663(int32_t layerIndex_, int32_t stateNameHash_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x463D794)(this, layerIndex_, stateNameHash_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetStateSpeed_3664(int32_t layerIndex_, int32_t stateNameHash_, float speed_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x463D83C)(this, layerIndex_, stateNameHash_, speed_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetDefaultState_3665(int32_t layerIndex_, int32_t stateNameHash_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x463D8EC)(this, layerIndex_, stateNameHash_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::ClearDefaultStates_3666()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463D994)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::ForceSetLodRunning_3667()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463DA2C)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animator::IsOptimizeRebind_3668()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x463DAC4)();
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetIsOptimizeRebind_3669(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x463DB54)(value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animator::IsCacheParameter_3670()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463DBEC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::OptimizeRebind_3671()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463DC84)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animator::IsCacheController_3672()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463DD1C)(this);
}
DLL2SDK::UnityEngine::UnityEngine::RuntimeAnimatorController* DLL2SDK::UnityEngine::UnityEngine::Animator::GetCahcedRuntimeController_3673()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RuntimeAnimatorController*(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463DDB4)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Animator::GetCurrentPlayableStateIsPaused_3674()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463DE4C)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Animator::StringToHash_3675(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x463C3A0)(name_);
}
DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph DLL2SDK::UnityEngine::UnityEngine::Animator::get_playableGraph_3676()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463DEE4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::InternalGetCurrentGraph_3677(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph* graph_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayableGraph*)>(DLL2SDK::GameAssemblyBase + 0x463DFB4)(this, graph_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::CheckIfInIKPass_3678()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x46395A0)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animator::CheckIfInIKPassInternal_3679()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463E0EC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetFloatString_3680(DLL2SDK::mscorlib::System::String* name_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::mscorlib::System::String*, float)>(DLL2SDK::GameAssemblyBase + 0x4638174)(this, name_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetFloatID_3681(int32_t id_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x46382F0)(this, id_, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Animator::GetFloatString_3682(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x463802C)(this, name_);
}
float DLL2SDK::UnityEngine::UnityEngine::Animator::GetFloatID_3683(int32_t id_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x46380D0)(this, id_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetBoolString_3684(DLL2SDK::mscorlib::System::String* name_, bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::mscorlib::System::String*, bool)>(DLL2SDK::GameAssemblyBase + 0x46385B4)(this, name_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetBoolID_3685(int32_t id_, bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x4638660)(this, id_, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animator::GetBoolString_3686(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x463846C)(this, name_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animator::GetBoolID_3687(int32_t id_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4638510)(this, id_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetIntegerString_3688(DLL2SDK::mscorlib::System::String* name_, int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::mscorlib::System::String*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4638854)(this, name_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetIntegerID_3689(int32_t id_, int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4638900)(this, id_, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Animator::GetIntegerString_3690(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x463870C)(this, name_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Animator::GetIntegerID_3691(int32_t id_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x46387B0)(this, id_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetTriggerString_3692(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x46389AC)(this, name_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetTriggerID_3693(int32_t id_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4638A50)(this, id_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::ResetTriggerString_3694(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4638AF4)(this, name_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::ResetTriggerID_3695(int32_t id_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4638B98)(this, id_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animator::IsParameterControlledByCurveString_3696(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4638C3C)(this, name_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetFloatStringDamp_3697(DLL2SDK::mscorlib::System::String* name_, float value_, float dampTime_, float deltaTime_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, DLL2SDK::mscorlib::System::String*, float, float, float)>(DLL2SDK::GameAssemblyBase + 0x463823C)(this, name_, value_, dampTime_, deltaTime_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::SetFloatIDDamp_3698(int32_t id_, float value_, float dampTime_, float deltaTime_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, int32_t, float, float, float)>(DLL2SDK::GameAssemblyBase + 0x46383B8)(this, id_, value_, dampTime_, deltaTime_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animator::get_layersAffectMassCenter_3699()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463E184)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::set_layersAffectMassCenter_3700(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, bool)>(DLL2SDK::GameAssemblyBase + 0x463E21C)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Animator::get_leftFeetBottomHeight_3701()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463E2BC)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::Animator::get_rightFeetBottomHeight_3702()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463E354)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::Update_3703(float deltaTime_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, float)>(DLL2SDK::GameAssemblyBase + 0x463E3EC)(this, deltaTime_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::Rebind_3704()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463E48C)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animator::get_logWarnings_3705()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*)>(DLL2SDK::GameAssemblyBase + 0x463E054)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::set_logWarnings_3706(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, bool)>(DLL2SDK::GameAssemblyBase + 0x463E524)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animator::set_fireEvents_3707(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animator*, bool)>(DLL2SDK::GameAssemblyBase + 0x463E5C4)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::AnimationState::get_enabled_3455()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationState*)>(DLL2SDK::GameAssemblyBase + 0x4637520)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationState::set_enabled_3456(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationState*, bool)>(DLL2SDK::GameAssemblyBase + 0x46375B8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationState::set_weight_3457(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationState*, float)>(DLL2SDK::GameAssemblyBase + 0x4637658)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::WrapMode DLL2SDK::UnityEngine::UnityEngine::AnimationState::get_wrapMode_3458()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::WrapMode(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationState*)>(DLL2SDK::GameAssemblyBase + 0x46376F8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationState::set_wrapMode_3459(DLL2SDK::UnityEngine::UnityEngine::WrapMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationState*, DLL2SDK::UnityEngine::UnityEngine::WrapMode)>(DLL2SDK::GameAssemblyBase + 0x4637790)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::AnimationState::get_time_3460()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationState*)>(DLL2SDK::GameAssemblyBase + 0x4637830)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationState::set_time_3461(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationState*, float)>(DLL2SDK::GameAssemblyBase + 0x46378C8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationState::set_normalizedTime_3462(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationState*, float)>(DLL2SDK::GameAssemblyBase + 0x4637968)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::AnimationState::get_speed_3463()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationState*)>(DLL2SDK::GameAssemblyBase + 0x4637A08)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationState::set_speed_3464(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationState*, float)>(DLL2SDK::GameAssemblyBase + 0x4637AA0)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::AnimationState::get_length_3465()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationState*)>(DLL2SDK::GameAssemblyBase + 0x4637B40)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationState::set_layer_3466(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationState*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4637BD8)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::AnimationClip* DLL2SDK::UnityEngine::UnityEngine::AnimationState::get_clip_3467()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimationClip*(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationState*)>(DLL2SDK::GameAssemblyBase + 0x4637C78)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationState::AddMixingTransform_3468(DLL2SDK::UnityEngine::UnityEngine::Transform* mix_, bool recursive_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationState*, DLL2SDK::UnityEngine::UnityEngine::Transform*, bool)>(DLL2SDK::GameAssemblyBase + 0x4637D10)(this, mix_, recursive_);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationState::AddMixingTransform_3469(DLL2SDK::UnityEngine::UnityEngine::Transform* mix_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationState*, DLL2SDK::UnityEngine::UnityEngine::Transform*)>(DLL2SDK::GameAssemblyBase + 0x4637DB8)(this, mix_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::AnimationState::get_name_3470()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationState*)>(DLL2SDK::GameAssemblyBase + 0x4637DC0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationState::set_blendMode_3471(DLL2SDK::UnityEngine::UnityEngine::AnimationBlendMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationState*, DLL2SDK::UnityEngine::UnityEngine::AnimationBlendMode)>(DLL2SDK::GameAssemblyBase + 0x4637E58)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animation::set_playAutomatically_3418(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*, bool)>(DLL2SDK::GameAssemblyBase + 0x4635100)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animation::set_wrapMode_3419(DLL2SDK::UnityEngine::UnityEngine::WrapMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*, DLL2SDK::UnityEngine::UnityEngine::WrapMode)>(DLL2SDK::GameAssemblyBase + 0x46351A0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animation::Stop_3420()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*)>(DLL2SDK::GameAssemblyBase + 0x4635240)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animation::INTERNAL_CALL_Stop_3421(DLL2SDK::UnityEngine::UnityEngine::Animation* self_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*)>(DLL2SDK::GameAssemblyBase + 0x4635248)(self_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animation::Stop_3422(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x46352E0)(this, name_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animation::Internal_StopByName_3423(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x46352E4)(this, name_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animation::Rewind_3424(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4635384)(this, name_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animation::Internal_RewindByName_3425(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4635388)(this, name_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animation::Sample_3426()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*)>(DLL2SDK::GameAssemblyBase + 0x4635428)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Animation::INTERNAL_CALL_Sample_3427(DLL2SDK::UnityEngine::UnityEngine::Animation* self_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*)>(DLL2SDK::GameAssemblyBase + 0x4635430)(self_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animation::get_isPlaying_3428()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*)>(DLL2SDK::GameAssemblyBase + 0x46354C8)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animation::IsPlaying_3429(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4635560)(this, name_);
}
DLL2SDK::UnityEngine::UnityEngine::AnimationState* DLL2SDK::UnityEngine::UnityEngine::Animation::get_Item_3430(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimationState*(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4635600)(this, name_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animation::Play_3431()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*)>(DLL2SDK::GameAssemblyBase + 0x46356A4)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animation::Play_3432(DLL2SDK::UnityEngine::UnityEngine::PlayMode mode_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*, DLL2SDK::UnityEngine::UnityEngine::PlayMode)>(DLL2SDK::GameAssemblyBase + 0x46356AC)(this, mode_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animation::Play_3433(DLL2SDK::mscorlib::System::String* animation_, DLL2SDK::UnityEngine::UnityEngine::PlayMode mode_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::PlayMode)>(DLL2SDK::GameAssemblyBase + 0x4635750)(this, animation_, mode_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animation::Play_3434(DLL2SDK::mscorlib::System::String* animation_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x46357F8)(this, animation_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animation::CrossFade_3435(DLL2SDK::mscorlib::System::String* animation_, float fadeLength_, DLL2SDK::UnityEngine::UnityEngine::PlayMode mode_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*, DLL2SDK::mscorlib::System::String*, float, DLL2SDK::UnityEngine::UnityEngine::PlayMode)>(DLL2SDK::GameAssemblyBase + 0x4635800)(this, animation_, fadeLength_, mode_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animation::CrossFade_3436(DLL2SDK::mscorlib::System::String* animation_, float fadeLength_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*, DLL2SDK::mscorlib::System::String*, float)>(DLL2SDK::GameAssemblyBase + 0x46358B0)(this, animation_, fadeLength_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animation::CrossFade_3437(DLL2SDK::mscorlib::System::String* animation_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x46358CC)(this, animation_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animation::Blend_3438(DLL2SDK::mscorlib::System::String* animation_, float targetWeight_, float fadeLength_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*, DLL2SDK::mscorlib::System::String*, float, float)>(DLL2SDK::GameAssemblyBase + 0x46358F0)(this, animation_, targetWeight_, fadeLength_);
}
DLL2SDK::UnityEngine::UnityEngine::AnimationState* DLL2SDK::UnityEngine::UnityEngine::Animation::PlayQueued_3439(DLL2SDK::mscorlib::System::String* animation_, DLL2SDK::UnityEngine::UnityEngine::QueueMode queue_, DLL2SDK::UnityEngine::UnityEngine::PlayMode mode_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimationState*(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::QueueMode, DLL2SDK::UnityEngine::UnityEngine::PlayMode)>(DLL2SDK::GameAssemblyBase + 0x46359A0)(this, animation_, queue_, mode_);
}
DLL2SDK::UnityEngine::UnityEngine::AnimationState* DLL2SDK::UnityEngine::UnityEngine::Animation::PlayQueued_3440(DLL2SDK::mscorlib::System::String* animation_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimationState*(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4635A50)(this, animation_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animation::AddClip_3441(DLL2SDK::UnityEngine::UnityEngine::AnimationClip* clip_, DLL2SDK::mscorlib::System::String* newName_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*, DLL2SDK::UnityEngine::UnityEngine::AnimationClip*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4635A70)(this, clip_, newName_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animation::AddClip_3442(DLL2SDK::UnityEngine::UnityEngine::AnimationClip* clip_, DLL2SDK::mscorlib::System::String* newName_, int32_t firstFrame_, int32_t lastFrame_, bool addLoopFrame_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*, DLL2SDK::UnityEngine::UnityEngine::AnimationClip*, DLL2SDK::mscorlib::System::String*, int32_t, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x4635ABC)(this, clip_, newName_, firstFrame_, lastFrame_, addLoopFrame_);
}
void DLL2SDK::UnityEngine::UnityEngine::Animation::AddClip_3443(DLL2SDK::UnityEngine::UnityEngine::AnimationClip* clip_, DLL2SDK::mscorlib::System::String* newName_, int32_t firstFrame_, int32_t lastFrame_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*, DLL2SDK::UnityEngine::UnityEngine::AnimationClip*, DLL2SDK::mscorlib::System::String*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4635A98)(this, clip_, newName_, firstFrame_, lastFrame_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Animation::GetClipCount_3444()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*)>(DLL2SDK::GameAssemblyBase + 0x4635B84)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animation::PlayDefaultAnimation_3445(DLL2SDK::UnityEngine::UnityEngine::PlayMode mode_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*, DLL2SDK::UnityEngine::UnityEngine::PlayMode)>(DLL2SDK::GameAssemblyBase + 0x46356B0)(this, mode_);
}
DLL2SDK::mscorlib::System::Collections::IEnumerator* DLL2SDK::UnityEngine::UnityEngine::Animation::GetEnumerator_3446()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<DLL2SDK::mscorlib::System::Collections::IEnumerator*(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::UnityEngine::UnityEngine::AnimationState* DLL2SDK::UnityEngine::UnityEngine::Animation::GetState_3447(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimationState*(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4635604)(this, name_);
}
DLL2SDK::UnityEngine::UnityEngine::AnimationState* DLL2SDK::UnityEngine::UnityEngine::Animation::GetStateAtIndex_3448(int32_t index_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimationState*(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4635CE8)(this, index_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Animation::GetStateCount_3449()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*)>(DLL2SDK::GameAssemblyBase + 0x4635D88)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Animation::get_animatePhysics_3450()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Animation*)>(DLL2SDK::GameAssemblyBase + 0x4635E20)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationEvent::_ctor_3387()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationEvent*)>(DLL2SDK::GameAssemblyBase + 0x46370BC)(this);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::AnimationEvent::get_data_3388()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationEvent*)>(DLL2SDK::GameAssemblyBase + 0x463716C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationEvent::set_data_3389(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationEvent*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4637174)(this, value_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::AnimationEvent::get_stringParameter_3390()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationEvent*)>(DLL2SDK::GameAssemblyBase + 0x463717C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationEvent::set_stringParameter_3391(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationEvent*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4637184)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::AnimationEvent::get_floatParameter_3392()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationEvent*)>(DLL2SDK::GameAssemblyBase + 0x463718C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationEvent::set_floatParameter_3393(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationEvent*, float)>(DLL2SDK::GameAssemblyBase + 0x4637194)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AnimationEvent::get_intParameter_3394()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationEvent*)>(DLL2SDK::GameAssemblyBase + 0x463719C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationEvent::set_intParameter_3395(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationEvent*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x46371A4)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Object* DLL2SDK::UnityEngine::UnityEngine::AnimationEvent::get_objectReferenceParameter_3396()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Object*(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationEvent*)>(DLL2SDK::GameAssemblyBase + 0x46371AC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationEvent::set_objectReferenceParameter_3397(DLL2SDK::UnityEngine::UnityEngine::Object* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationEvent*, DLL2SDK::UnityEngine::UnityEngine::Object*)>(DLL2SDK::GameAssemblyBase + 0x46371B4)(this, value_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::AnimationEvent::get_functionName_3398()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationEvent*)>(DLL2SDK::GameAssemblyBase + 0x46371BC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationEvent::set_functionName_3399(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationEvent*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x46371C4)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::AnimationEvent::get_time_3400()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationEvent*)>(DLL2SDK::GameAssemblyBase + 0x46371CC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationEvent::set_time_3401(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationEvent*, float)>(DLL2SDK::GameAssemblyBase + 0x46371D4)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::SendMessageOptions DLL2SDK::UnityEngine::UnityEngine::AnimationEvent::get_messageOptions_3402()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::SendMessageOptions(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationEvent*)>(DLL2SDK::GameAssemblyBase + 0x46371DC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationEvent::set_messageOptions_3403(DLL2SDK::UnityEngine::UnityEngine::SendMessageOptions value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationEvent*, DLL2SDK::UnityEngine::UnityEngine::SendMessageOptions)>(DLL2SDK::GameAssemblyBase + 0x46371E4)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::AnimationEvent::get_isFiredByLegacy_3404()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationEvent*)>(DLL2SDK::GameAssemblyBase + 0x46371EC)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::AnimationEvent::get_isFiredByAnimator_3405()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationEvent*)>(DLL2SDK::GameAssemblyBase + 0x46371FC)(this);
}
DLL2SDK::UnityEngine::UnityEngine::AnimationState* DLL2SDK::UnityEngine::UnityEngine::AnimationEvent::get_animationState_3406()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimationState*(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationEvent*)>(DLL2SDK::GameAssemblyBase + 0x4637210)(this);
}
DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo DLL2SDK::UnityEngine::UnityEngine::AnimationEvent::get_animatorStateInfo_3407()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimatorStateInfo(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationEvent*)>(DLL2SDK::GameAssemblyBase + 0x46372E0)(this);
}
DLL2SDK::UnityEngine::UnityEngine::AnimatorClipInfo DLL2SDK::UnityEngine::UnityEngine::AnimationEvent::get_animatorClipInfo_3408()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimatorClipInfo(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationEvent*)>(DLL2SDK::GameAssemblyBase + 0x46373DC)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AnimationEvent::GetHash_3409()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationEvent*)>(DLL2SDK::GameAssemblyBase + 0x46374B8)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponentTank::get_leftThrust_3219()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponentTank*)>(DLL2SDK::GameAssemblyBase + 0x4D75754)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponentTank::set_leftThrust_3220(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponentTank*, float)>(DLL2SDK::GameAssemblyBase + 0x4D757EC)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponentTank::get_rightThrust_3221()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponentTank*)>(DLL2SDK::GameAssemblyBase + 0x4D7588C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponentTank::set_rightThrust_3222(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponentTank*, float)>(DLL2SDK::GameAssemblyBase + 0x4D75924)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponentTank::get_leftBrake_3223()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponentTank*)>(DLL2SDK::GameAssemblyBase + 0x4D759C4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponentTank::set_leftBrake_3224(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponentTank*, float)>(DLL2SDK::GameAssemblyBase + 0x4D75A5C)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponentTank::get_rightBrake_3225()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponentTank*)>(DLL2SDK::GameAssemblyBase + 0x4D75AFC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponentTank::set_rightBrake_3226(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::WheeledVehicleMovementComponentTank*, float)>(DLL2SDK::GameAssemblyBase + 0x4D75B94)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Physics2D::get_queriesHitTriggers_3077()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4AEAF94)();
}
DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D DLL2SDK::UnityEngine::UnityEngine::Physics2D::Raycast_3078(DLL2SDK::UnityEngine::UnityEngine::Vector2 origin_, DLL2SDK::UnityEngine::UnityEngine::Vector2 direction_, float distance_, int32_t layerMask_, float minDepth_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2, float, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4AEB024)(origin_, direction_, distance_, layerMask_, minDepth_);
}
DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D DLL2SDK::UnityEngine::UnityEngine::Physics2D::Raycast_3079(DLL2SDK::UnityEngine::UnityEngine::Vector2 origin_, DLL2SDK::UnityEngine::UnityEngine::Vector2 direction_, float distance_, int32_t layerMask_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AEB2D8)(origin_, direction_, distance_, layerMask_);
}
DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D DLL2SDK::UnityEngine::UnityEngine::Physics2D::Raycast_3080(DLL2SDK::UnityEngine::UnityEngine::Vector2 origin_, DLL2SDK::UnityEngine::UnityEngine::Vector2 direction_, float distance_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2, float)>(DLL2SDK::GameAssemblyBase + 0x4AEB418)(origin_, direction_, distance_);
}
DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D DLL2SDK::UnityEngine::UnityEngine::Physics2D::Raycast_3081(DLL2SDK::UnityEngine::UnityEngine::Vector2 origin_, DLL2SDK::UnityEngine::UnityEngine::Vector2 direction_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4AEB54C)(origin_, direction_);
}
DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D DLL2SDK::UnityEngine::UnityEngine::Physics2D::Raycast_3082(DLL2SDK::UnityEngine::UnityEngine::Vector2 origin_, DLL2SDK::UnityEngine::UnityEngine::Vector2 direction_, float distance_, int32_t layerMask_, float minDepth_, float maxDepth_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2, float, int32_t, float, float)>(DLL2SDK::GameAssemblyBase + 0x4AEB160)(origin_, direction_, distance_, layerMask_, minDepth_, maxDepth_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Physics2D::Raycast_3083(DLL2SDK::UnityEngine::UnityEngine::Vector2 origin_, DLL2SDK::UnityEngine::UnityEngine::Vector2 direction_, DLL2SDK::UnityEngine::UnityEngine::ContactFilter2D contactFilter_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D>* results_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::ContactFilter2D, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D>*)>(DLL2SDK::GameAssemblyBase + 0x4AEB77C)(origin_, direction_, contactFilter_, results_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Physics2D::Raycast_3084(DLL2SDK::UnityEngine::UnityEngine::Vector2 origin_, DLL2SDK::UnityEngine::UnityEngine::Vector2 direction_, DLL2SDK::UnityEngine::UnityEngine::ContactFilter2D contactFilter_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D>* results_, float distance_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::ContactFilter2D, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D>*, float)>(DLL2SDK::GameAssemblyBase + 0x4AEB88C)(origin_, direction_, contactFilter_, results_, distance_);
}
void DLL2SDK::UnityEngine::UnityEngine::Physics2D::Internal_Raycast_3085(DLL2SDK::UnityEngine::UnityEngine::Vector2 origin_, DLL2SDK::UnityEngine::UnityEngine::Vector2 direction_, float distance_, DLL2SDK::UnityEngine::UnityEngine::ContactFilter2D contactFilter_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D* raycastHit_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2, float, DLL2SDK::UnityEngine::UnityEngine::ContactFilter2D, DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D*)>(DLL2SDK::GameAssemblyBase + 0x4AEB674)(origin_, direction_, distance_, contactFilter_, raycastHit_);
}
void DLL2SDK::UnityEngine::UnityEngine::Physics2D::INTERNAL_CALL_Internal_Raycast_3086(DLL2SDK::UnityEngine::UnityEngine::Vector2* origin_, DLL2SDK::UnityEngine::UnityEngine::Vector2* direction_, float distance_, DLL2SDK::UnityEngine::UnityEngine::ContactFilter2D* contactFilter_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D* raycastHit_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2*, DLL2SDK::UnityEngine::UnityEngine::Vector2*, float, DLL2SDK::UnityEngine::UnityEngine::ContactFilter2D*, DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D*)>(DLL2SDK::GameAssemblyBase + 0x4AEBAB8)(origin_, direction_, distance_, contactFilter_, raycastHit_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Physics2D::Internal_RaycastNonAlloc_3087(DLL2SDK::UnityEngine::UnityEngine::Vector2 origin_, DLL2SDK::UnityEngine::UnityEngine::Vector2 direction_, float distance_, DLL2SDK::UnityEngine::UnityEngine::ContactFilter2D contactFilter_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D>* results_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2, DLL2SDK::UnityEngine::UnityEngine::Vector2, float, DLL2SDK::UnityEngine::UnityEngine::ContactFilter2D, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D>*)>(DLL2SDK::GameAssemblyBase + 0x4AEB9B0)(origin_, direction_, distance_, contactFilter_, results_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Physics2D::INTERNAL_CALL_Internal_RaycastNonAlloc_3088(DLL2SDK::UnityEngine::UnityEngine::Vector2* origin_, DLL2SDK::UnityEngine::UnityEngine::Vector2* direction_, float distance_, DLL2SDK::UnityEngine::UnityEngine::ContactFilter2D* contactFilter_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D>* results_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2*, DLL2SDK::UnityEngine::UnityEngine::Vector2*, float, DLL2SDK::UnityEngine::UnityEngine::ContactFilter2D*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D>*)>(DLL2SDK::GameAssemblyBase + 0x4AEBB70)(origin_, direction_, distance_, contactFilter_, results_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D>* DLL2SDK::UnityEngine::UnityEngine::Physics2D::GetRayIntersectionAll_3089(DLL2SDK::UnityEngine::UnityEngine::Ray ray_, float distance_, int32_t layerMask_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D>*(*)(DLL2SDK::UnityEngine::UnityEngine::Ray, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AEBC28)(ray_, distance_, layerMask_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D>* DLL2SDK::UnityEngine::UnityEngine::Physics2D::GetRayIntersectionAll_3090(DLL2SDK::UnityEngine::UnityEngine::Ray ray_, float distance_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D>*(*)(DLL2SDK::UnityEngine::UnityEngine::Ray, float)>(DLL2SDK::GameAssemblyBase + 0x4AEBDA8)(ray_, distance_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D>* DLL2SDK::UnityEngine::UnityEngine::Physics2D::GetRayIntersectionAll_3091(DLL2SDK::UnityEngine::UnityEngine::Ray ray_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D>*(*)(DLL2SDK::UnityEngine::UnityEngine::Ray)>(DLL2SDK::GameAssemblyBase + 0x4AEBE7C)(ray_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D>* DLL2SDK::UnityEngine::UnityEngine::Physics2D::INTERNAL_CALL_GetRayIntersectionAll_3092(DLL2SDK::UnityEngine::UnityEngine::Ray* ray_, float distance_, int32_t layerMask_)
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::RaycastHit2D>*(*)(DLL2SDK::UnityEngine::UnityEngine::Ray*, float, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AEBD00)(ray_, distance_, layerMask_);
}
DLL2SDK::UnityEngine::UnityEngine::Rigidbody2D* DLL2SDK::UnityEngine::UnityEngine::Physics2D::GetRigidbodyFromInstanceID_3093(int32_t instanceID_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rigidbody2D*(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AEBF48)(instanceID_);
}
DLL2SDK::UnityEngine::UnityEngine::Collider2D* DLL2SDK::UnityEngine::UnityEngine::Physics2D::GetColliderFromInstanceID_3094(int32_t instanceID_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Collider2D*(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4AEBFE0)(instanceID_);
}
void DLL2SDK::UnityEngine::UnityEngine::Physics2D::_cctor_3095()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4AEC078)();
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::get_secondaryAxis_2932()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*)>(DLL2SDK::GameAssemblyBase + 0x4DC7798)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::set_secondaryAxis_2933(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4DC7880)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::INTERNAL_get_secondaryAxis_2934(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4DC77E0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::INTERNAL_set_secondaryAxis_2935(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4DC78A0)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::ConfigurableJointMotion DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::get_xMotion_2936()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::ConfigurableJointMotion(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*)>(DLL2SDK::GameAssemblyBase + 0x4DC7940)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::set_xMotion_2937(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJointMotion value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::ConfigurableJointMotion)>(DLL2SDK::GameAssemblyBase + 0x4DC79D8)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::ConfigurableJointMotion DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::get_yMotion_2938()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::ConfigurableJointMotion(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*)>(DLL2SDK::GameAssemblyBase + 0x4DC7A78)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::set_yMotion_2939(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJointMotion value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::ConfigurableJointMotion)>(DLL2SDK::GameAssemblyBase + 0x4DC7B10)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::ConfigurableJointMotion DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::get_zMotion_2940()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::ConfigurableJointMotion(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*)>(DLL2SDK::GameAssemblyBase + 0x4DC7BB0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::set_zMotion_2941(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJointMotion value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::ConfigurableJointMotion)>(DLL2SDK::GameAssemblyBase + 0x4DC7C48)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::ConfigurableJointMotion DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::get_angularXMotion_2942()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::ConfigurableJointMotion(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*)>(DLL2SDK::GameAssemblyBase + 0x4DC7CE8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::set_angularXMotion_2943(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJointMotion value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::ConfigurableJointMotion)>(DLL2SDK::GameAssemblyBase + 0x4DC7D80)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::ConfigurableJointMotion DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::get_angularYMotion_2944()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::ConfigurableJointMotion(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*)>(DLL2SDK::GameAssemblyBase + 0x4DC7E20)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::set_angularYMotion_2945(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJointMotion value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::ConfigurableJointMotion)>(DLL2SDK::GameAssemblyBase + 0x4DC7EB8)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::ConfigurableJointMotion DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::get_angularZMotion_2946()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::ConfigurableJointMotion(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*)>(DLL2SDK::GameAssemblyBase + 0x4DC7F58)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::set_angularZMotion_2947(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJointMotion value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::ConfigurableJointMotion)>(DLL2SDK::GameAssemblyBase + 0x4DC7FF0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::set_linearLimitSpring_2948(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring)>(DLL2SDK::GameAssemblyBase + 0x4DC8090)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::INTERNAL_set_linearLimitSpring_2949(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring*)>(DLL2SDK::GameAssemblyBase + 0x4DC80AC)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::set_angularXLimitSpring_2950(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring)>(DLL2SDK::GameAssemblyBase + 0x4DC814C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::INTERNAL_set_angularXLimitSpring_2951(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring*)>(DLL2SDK::GameAssemblyBase + 0x4DC8168)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::set_angularYZLimitSpring_2952(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring)>(DLL2SDK::GameAssemblyBase + 0x4DC8208)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::INTERNAL_set_angularYZLimitSpring_2953(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimitSpring*)>(DLL2SDK::GameAssemblyBase + 0x4DC8224)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::set_linearLimit_2954(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit)>(DLL2SDK::GameAssemblyBase + 0x4DC82C4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::INTERNAL_set_linearLimit_2955(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit*)>(DLL2SDK::GameAssemblyBase + 0x4DC82E4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::set_lowAngularXLimit_2956(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit)>(DLL2SDK::GameAssemblyBase + 0x4DC8384)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::INTERNAL_set_lowAngularXLimit_2957(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit*)>(DLL2SDK::GameAssemblyBase + 0x4DC83A4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::set_highAngularXLimit_2958(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit)>(DLL2SDK::GameAssemblyBase + 0x4DC8444)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::INTERNAL_set_highAngularXLimit_2959(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit*)>(DLL2SDK::GameAssemblyBase + 0x4DC8464)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::set_angularYLimit_2960(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit)>(DLL2SDK::GameAssemblyBase + 0x4DC8504)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::INTERNAL_set_angularYLimit_2961(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit*)>(DLL2SDK::GameAssemblyBase + 0x4DC8524)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::set_angularZLimit_2962(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit)>(DLL2SDK::GameAssemblyBase + 0x4DC85C4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::INTERNAL_set_angularZLimit_2963(DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::SoftJointLimit*)>(DLL2SDK::GameAssemblyBase + 0x4DC85E4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::set_targetRotation_2964(DLL2SDK::UnityEngine::UnityEngine::Quaternion value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::Quaternion)>(DLL2SDK::GameAssemblyBase + 0x4DC8684)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::INTERNAL_set_targetRotation_2965(DLL2SDK::UnityEngine::UnityEngine::Quaternion* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4DC86A8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::set_targetAngularVelocity_2966(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4DC8748)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::INTERNAL_set_targetAngularVelocity_2967(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4DC8768)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::set_rotationDriveMode_2968(DLL2SDK::UnityEngine::UnityEngine::RotationDriveMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::RotationDriveMode)>(DLL2SDK::GameAssemblyBase + 0x4DC8808)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::set_slerpDrive_2969(DLL2SDK::UnityEngine::UnityEngine::JointDrive value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::JointDrive)>(DLL2SDK::GameAssemblyBase + 0x4DC88A8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::INTERNAL_set_slerpDrive_2970(DLL2SDK::UnityEngine::UnityEngine::JointDrive* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::JointDrive*)>(DLL2SDK::GameAssemblyBase + 0x4DC88C8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::set_projectionMode_2971(DLL2SDK::UnityEngine::UnityEngine::JointProjectionMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, DLL2SDK::UnityEngine::UnityEngine::JointProjectionMode)>(DLL2SDK::GameAssemblyBase + 0x4DC8968)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::set_projectionDistance_2972(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, float)>(DLL2SDK::GameAssemblyBase + 0x4DC8A08)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::set_projectionAngle_2973(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, float)>(DLL2SDK::GameAssemblyBase + 0x4DC8AA8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint::set_configuredInWorldSpace_2974(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ConfigurableJoint*, bool)>(DLL2SDK::GameAssemblyBase + 0x4DC8B48)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Rigidbody::get_velocity_2788()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*)>(DLL2SDK::GameAssemblyBase + 0x4EA11C0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::set_velocity_2789(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4EA12A8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::INTERNAL_get_velocity_2790(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4EA1208)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::INTERNAL_set_velocity_2791(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4EA12C8)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Rigidbody::get_angularVelocity_2792()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*)>(DLL2SDK::GameAssemblyBase + 0x4EA1368)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::set_angularVelocity_2793(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4EA1450)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::INTERNAL_get_angularVelocity_2794(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4EA13B0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::INTERNAL_set_angularVelocity_2795(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4EA1470)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Rigidbody::get_drag_2796()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*)>(DLL2SDK::GameAssemblyBase + 0x4EA1510)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::set_drag_2797(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, float)>(DLL2SDK::GameAssemblyBase + 0x4EA15A8)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Rigidbody::get_angularDrag_2798()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*)>(DLL2SDK::GameAssemblyBase + 0x4EA1648)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::set_angularDrag_2799(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, float)>(DLL2SDK::GameAssemblyBase + 0x4EA16E0)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Rigidbody::get_mass_2800()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*)>(DLL2SDK::GameAssemblyBase + 0x4EA1780)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::set_mass_2801(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, float)>(DLL2SDK::GameAssemblyBase + 0x4EA1818)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::set_useGravity_2802(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, bool)>(DLL2SDK::GameAssemblyBase + 0x4EA18B8)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Rigidbody::get_isKinematic_2803()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*)>(DLL2SDK::GameAssemblyBase + 0x4EA1958)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::set_isKinematic_2804(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, bool)>(DLL2SDK::GameAssemblyBase + 0x4EA19F0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::set_freezeRotation_2805(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, bool)>(DLL2SDK::GameAssemblyBase + 0x4EA1A90)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::set_constraints_2806(DLL2SDK::UnityEngine::UnityEngine::RigidbodyConstraints value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::RigidbodyConstraints)>(DLL2SDK::GameAssemblyBase + 0x4EA1B30)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::set_collisionDetectionMode_2807(DLL2SDK::UnityEngine::UnityEngine::CollisionDetectionMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::CollisionDetectionMode)>(DLL2SDK::GameAssemblyBase + 0x4EA1BD0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::AddForce_2808(DLL2SDK::UnityEngine::UnityEngine::Vector3 force_, DLL2SDK::UnityEngine::UnityEngine::ForceMode mode_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::ForceMode)>(DLL2SDK::GameAssemblyBase + 0x4EA1C70)(this, force_, mode_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::AddForce_2809(DLL2SDK::UnityEngine::UnityEngine::Vector3 force_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4EA1D48)(this, force_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::INTERNAL_CALL_AddForce_2810(DLL2SDK::UnityEngine::UnityEngine::Rigidbody* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* force_, DLL2SDK::UnityEngine::UnityEngine::ForceMode mode_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::ForceMode)>(DLL2SDK::GameAssemblyBase + 0x4EA1CA0)(self_, force_, mode_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::AddRelativeForce_2811(DLL2SDK::UnityEngine::UnityEngine::Vector3 force_, DLL2SDK::UnityEngine::UnityEngine::ForceMode mode_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::ForceMode)>(DLL2SDK::GameAssemblyBase + 0x4EA1D70)(this, force_, mode_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::INTERNAL_CALL_AddRelativeForce_2812(DLL2SDK::UnityEngine::UnityEngine::Rigidbody* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* force_, DLL2SDK::UnityEngine::UnityEngine::ForceMode mode_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::ForceMode)>(DLL2SDK::GameAssemblyBase + 0x4EA1DA0)(self_, force_, mode_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::AddTorque_2813(DLL2SDK::UnityEngine::UnityEngine::Vector3 torque_, DLL2SDK::UnityEngine::UnityEngine::ForceMode mode_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::ForceMode)>(DLL2SDK::GameAssemblyBase + 0x4EA1E48)(this, torque_, mode_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::AddTorque_2814(DLL2SDK::UnityEngine::UnityEngine::Vector3 torque_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4EA1F20)(this, torque_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::INTERNAL_CALL_AddTorque_2815(DLL2SDK::UnityEngine::UnityEngine::Rigidbody* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* torque_, DLL2SDK::UnityEngine::UnityEngine::ForceMode mode_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::ForceMode)>(DLL2SDK::GameAssemblyBase + 0x4EA1E78)(self_, torque_, mode_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::AddRelativeTorque_2816(DLL2SDK::UnityEngine::UnityEngine::Vector3 torque_, DLL2SDK::UnityEngine::UnityEngine::ForceMode mode_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::ForceMode)>(DLL2SDK::GameAssemblyBase + 0x4EA1F48)(this, torque_, mode_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::AddRelativeTorque_2817(DLL2SDK::UnityEngine::UnityEngine::Vector3 torque_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4EA2020)(this, torque_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::INTERNAL_CALL_AddRelativeTorque_2818(DLL2SDK::UnityEngine::UnityEngine::Rigidbody* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* torque_, DLL2SDK::UnityEngine::UnityEngine::ForceMode mode_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::ForceMode)>(DLL2SDK::GameAssemblyBase + 0x4EA1F78)(self_, torque_, mode_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::AddForceAtPosition_2819(DLL2SDK::UnityEngine::UnityEngine::Vector3 force_, DLL2SDK::UnityEngine::UnityEngine::Vector3 position_, DLL2SDK::UnityEngine::UnityEngine::ForceMode mode_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::ForceMode)>(DLL2SDK::GameAssemblyBase + 0x4EA2048)(this, force_, position_, mode_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::AddForceAtPosition_2820(DLL2SDK::UnityEngine::UnityEngine::Vector3 force_, DLL2SDK::UnityEngine::UnityEngine::Vector3 position_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4EA2144)(this, force_, position_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::INTERNAL_CALL_AddForceAtPosition_2821(DLL2SDK::UnityEngine::UnityEngine::Rigidbody* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* force_, DLL2SDK::UnityEngine::UnityEngine::Vector3* position_, DLL2SDK::UnityEngine::UnityEngine::ForceMode mode_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::ForceMode)>(DLL2SDK::GameAssemblyBase + 0x4EA2094)(self_, force_, position_, mode_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::AddExplosionForce_2822(float explosionForce_, DLL2SDK::UnityEngine::UnityEngine::Vector3 explosionPosition_, float explosionRadius_, float upwardsModifier_, DLL2SDK::UnityEngine::UnityEngine::ForceMode mode_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, float, DLL2SDK::UnityEngine::UnityEngine::Vector3, float, float, DLL2SDK::UnityEngine::UnityEngine::ForceMode)>(DLL2SDK::GameAssemblyBase + 0x4EA2188)(this, explosionForce_, explosionPosition_, explosionRadius_, upwardsModifier_, mode_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::INTERNAL_CALL_AddExplosionForce_2823(DLL2SDK::UnityEngine::UnityEngine::Rigidbody* self_, float explosionForce_, DLL2SDK::UnityEngine::UnityEngine::Vector3* explosionPosition_, float explosionRadius_, float upwardsModifier_, DLL2SDK::UnityEngine::UnityEngine::ForceMode mode_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, float, DLL2SDK::UnityEngine::UnityEngine::Vector3*, float, float, DLL2SDK::UnityEngine::UnityEngine::ForceMode)>(DLL2SDK::GameAssemblyBase + 0x4EA21D8)(self_, explosionForce_, explosionPosition_, explosionRadius_, upwardsModifier_, mode_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Rigidbody::GetPointVelocity_2824(DLL2SDK::UnityEngine::UnityEngine::Vector3 worldPoint_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4EA22A8)(this, worldPoint_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::INTERNAL_CALL_GetPointVelocity_2825(DLL2SDK::UnityEngine::UnityEngine::Rigidbody* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* worldPoint_, DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4EA22FC)(self_, worldPoint_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Rigidbody::get_centerOfMass_2826()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*)>(DLL2SDK::GameAssemblyBase + 0x4EA23A4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::set_centerOfMass_2827(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4EA248C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::INTERNAL_get_centerOfMass_2828(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4EA23EC)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::INTERNAL_set_centerOfMass_2829(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4EA24AC)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Rigidbody::get_worldCenterOfMass_2830()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*)>(DLL2SDK::GameAssemblyBase + 0x4EA254C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::INTERNAL_get_worldCenterOfMass_2831(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4EA2594)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::set_inertiaTensorRotation_2832(DLL2SDK::UnityEngine::UnityEngine::Quaternion value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Quaternion)>(DLL2SDK::GameAssemblyBase + 0x4EA2634)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::INTERNAL_set_inertiaTensorRotation_2833(DLL2SDK::UnityEngine::UnityEngine::Quaternion* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4EA2658)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Rigidbody::get_inertiaTensor_2834()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*)>(DLL2SDK::GameAssemblyBase + 0x4EA26F8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::set_inertiaTensor_2835(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4EA27E0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::INTERNAL_get_inertiaTensor_2836(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4EA2740)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::INTERNAL_set_inertiaTensor_2837(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4EA2800)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::set_detectCollisions_2838(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, bool)>(DLL2SDK::GameAssemblyBase + 0x4EA28A0)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Rigidbody::get_position_2839()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*)>(DLL2SDK::GameAssemblyBase + 0x4EA2940)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::set_position_2840(DLL2SDK::UnityEngine::UnityEngine::Vector3 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4EA2A28)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::INTERNAL_get_position_2841(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4EA2988)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::INTERNAL_set_position_2842(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4EA2A48)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Quaternion DLL2SDK::UnityEngine::UnityEngine::Rigidbody::get_rotation_2843()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Quaternion(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*)>(DLL2SDK::GameAssemblyBase + 0x4EA2AE8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::set_rotation_2844(DLL2SDK::UnityEngine::UnityEngine::Quaternion value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Quaternion)>(DLL2SDK::GameAssemblyBase + 0x4EA2BC0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::INTERNAL_get_rotation_2845(DLL2SDK::UnityEngine::UnityEngine::Quaternion* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4EA2B20)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::INTERNAL_set_rotation_2846(DLL2SDK::UnityEngine::UnityEngine::Quaternion* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4EA2BE4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::MovePosition_2847(DLL2SDK::UnityEngine::UnityEngine::Vector3 position_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4EA2C84)(this, position_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::INTERNAL_CALL_MovePosition_2848(DLL2SDK::UnityEngine::UnityEngine::Rigidbody* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* position_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4EA2CA8)(self_, position_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::MoveRotation_2849(DLL2SDK::UnityEngine::UnityEngine::Quaternion rot_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Quaternion)>(DLL2SDK::GameAssemblyBase + 0x4EA2D48)(this, rot_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::INTERNAL_CALL_MoveRotation_2850(DLL2SDK::UnityEngine::UnityEngine::Rigidbody* self_, DLL2SDK::UnityEngine::UnityEngine::Quaternion* rot_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Quaternion*)>(DLL2SDK::GameAssemblyBase + 0x4EA2D70)(self_, rot_);
}
DLL2SDK::UnityEngine::UnityEngine::RigidbodyInterpolation DLL2SDK::UnityEngine::UnityEngine::Rigidbody::get_interpolation_2851()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RigidbodyInterpolation(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*)>(DLL2SDK::GameAssemblyBase + 0x4EA2E10)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::set_interpolation_2852(DLL2SDK::UnityEngine::UnityEngine::RigidbodyInterpolation value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::RigidbodyInterpolation)>(DLL2SDK::GameAssemblyBase + 0x4EA2EA8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::Sleep_2853()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*)>(DLL2SDK::GameAssemblyBase + 0x4EA2F48)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::INTERNAL_CALL_Sleep_2854(DLL2SDK::UnityEngine::UnityEngine::Rigidbody* self_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*)>(DLL2SDK::GameAssemblyBase + 0x4EA2F50)(self_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Rigidbody::IsSleeping_2855()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*)>(DLL2SDK::GameAssemblyBase + 0x4EA2FE8)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::Rigidbody::INTERNAL_CALL_IsSleeping_2856(DLL2SDK::UnityEngine::UnityEngine::Rigidbody* self_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*)>(DLL2SDK::GameAssemblyBase + 0x4EA2FF0)(self_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::WakeUp_2857()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*)>(DLL2SDK::GameAssemblyBase + 0x4EA3088)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::INTERNAL_CALL_WakeUp_2858(DLL2SDK::UnityEngine::UnityEngine::Rigidbody* self_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*)>(DLL2SDK::GameAssemblyBase + 0x4EA3090)(self_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::ResetInertiaTensor_2859()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*)>(DLL2SDK::GameAssemblyBase + 0x4EA3128)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::INTERNAL_CALL_ResetInertiaTensor_2860(DLL2SDK::UnityEngine::UnityEngine::Rigidbody* self_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*)>(DLL2SDK::GameAssemblyBase + 0x4EA3130)(self_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::set_solverIterations_2861(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4EA31C8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::set_solverVelocityIterations_2862(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4EA3268)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::set_sleepThreshold_2863(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, float)>(DLL2SDK::GameAssemblyBase + 0x4EA3308)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::Rigidbody::get_maxAngularVelocity_2864()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*)>(DLL2SDK::GameAssemblyBase + 0x4EA33A8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Rigidbody::set_maxAngularVelocity_2865(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, float)>(DLL2SDK::GameAssemblyBase + 0x4EA3440)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Rigidbody::SweepTest_2866(DLL2SDK::UnityEngine::UnityEngine::Vector3 direction_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit* hitInfo_, float maxDistance_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3, DLL2SDK::UnityEngine::UnityEngine::RaycastHit*, float)>(DLL2SDK::GameAssemblyBase + 0x4EA34E0)(this, direction_, hitInfo_, maxDistance_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Rigidbody::INTERNAL_CALL_SweepTest_2867(DLL2SDK::UnityEngine::UnityEngine::Rigidbody* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* direction_, DLL2SDK::UnityEngine::UnityEngine::RaycastHit* hitInfo_, float maxDistance_, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction queryTriggerInteraction_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::Rigidbody*, DLL2SDK::UnityEngine::UnityEngine::Vector3*, DLL2SDK::UnityEngine::UnityEngine::RaycastHit*, float, DLL2SDK::UnityEngine::UnityEngine::QueryTriggerInteraction)>(DLL2SDK::GameAssemblyBase + 0x4EA3520)(self_, direction_, hitInfo_, maxDistance_, queryTriggerInteraction_);
}
DLL2SDK::UnityEngine::UnityEngine::Rect DLL2SDK::UnityEngine::UnityEngine::RectTransform::get_rect_2541()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rect(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*)>(DLL2SDK::GameAssemblyBase + 0x4AF303C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::RectTransform::INTERNAL_get_rect_2542(DLL2SDK::UnityEngine::UnityEngine::Rect* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::UnityEngine::UnityEngine::Rect*)>(DLL2SDK::GameAssemblyBase + 0x4AF3074)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::RectTransform::get_anchorMin_2543()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*)>(DLL2SDK::GameAssemblyBase + 0x4AF3114)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::RectTransform::set_anchorMin_2544(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4AF31F0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RectTransform::INTERNAL_get_anchorMin_2545(DLL2SDK::UnityEngine::UnityEngine::Vector2* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4AF3150)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RectTransform::INTERNAL_set_anchorMin_2546(DLL2SDK::UnityEngine::UnityEngine::Vector2* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4AF320C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::RectTransform::get_anchorMax_2547()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*)>(DLL2SDK::GameAssemblyBase + 0x4AF32AC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::RectTransform::set_anchorMax_2548(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4AF3388)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RectTransform::INTERNAL_get_anchorMax_2549(DLL2SDK::UnityEngine::UnityEngine::Vector2* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4AF32E8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RectTransform::INTERNAL_set_anchorMax_2550(DLL2SDK::UnityEngine::UnityEngine::Vector2* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4AF33A4)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::RectTransform::get_anchoredPosition_2551()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*)>(DLL2SDK::GameAssemblyBase + 0x4AF3444)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::RectTransform::set_anchoredPosition_2552(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4AF3520)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RectTransform::INTERNAL_get_anchoredPosition_2553(DLL2SDK::UnityEngine::UnityEngine::Vector2* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4AF3480)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RectTransform::INTERNAL_set_anchoredPosition_2554(DLL2SDK::UnityEngine::UnityEngine::Vector2* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4AF353C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::RectTransform::get_sizeDelta_2555()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*)>(DLL2SDK::GameAssemblyBase + 0x4AF35DC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::RectTransform::set_sizeDelta_2556(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4AF36B8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RectTransform::INTERNAL_get_sizeDelta_2557(DLL2SDK::UnityEngine::UnityEngine::Vector2* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4AF3618)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RectTransform::INTERNAL_set_sizeDelta_2558(DLL2SDK::UnityEngine::UnityEngine::Vector2* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4AF36D4)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::RectTransform::get_pivot_2559()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*)>(DLL2SDK::GameAssemblyBase + 0x4AF3774)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::RectTransform::set_pivot_2560(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4AF3850)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RectTransform::INTERNAL_get_pivot_2561(DLL2SDK::UnityEngine::UnityEngine::Vector2* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4AF37B0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RectTransform::INTERNAL_set_pivot_2562(DLL2SDK::UnityEngine::UnityEngine::Vector2* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4AF386C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RectTransform::add_reapplyDrivenProperties_2563(DLL2SDK::UnityEngine::UnityEngine::RectTransform_ReapplyDrivenProperties* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform_ReapplyDrivenProperties*)>(DLL2SDK::GameAssemblyBase + 0x4AF390C)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RectTransform::remove_reapplyDrivenProperties_2564(DLL2SDK::UnityEngine::UnityEngine::RectTransform_ReapplyDrivenProperties* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform_ReapplyDrivenProperties*)>(DLL2SDK::GameAssemblyBase + 0x4AF3AEC)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RectTransform::SendReapplyDrivenProperties_2565(DLL2SDK::UnityEngine::UnityEngine::RectTransform* driven_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*)>(DLL2SDK::GameAssemblyBase + 0x4AF3CCC)(driven_);
}
void DLL2SDK::UnityEngine::UnityEngine::RectTransform::GetLocalCorners_2566(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>* fourCornersArray_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>*)>(DLL2SDK::GameAssemblyBase + 0x4AF3DFC)(this, fourCornersArray_);
}
void DLL2SDK::UnityEngine::UnityEngine::RectTransform::GetWorldCorners_2567(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>* fourCornersArray_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>*)>(DLL2SDK::GameAssemblyBase + 0x4AF4054)(this, fourCornersArray_);
}
void DLL2SDK::UnityEngine::UnityEngine::RectTransform::SetInsetAndSizeFromParentEdge_2568(DLL2SDK::UnityEngine::UnityEngine::RectTransform_Edge edge_, float inset_, float size_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::UnityEngine::UnityEngine::RectTransform_Edge, float, float)>(DLL2SDK::GameAssemblyBase + 0x4AF41DC)(this, edge_, inset_, size_);
}
void DLL2SDK::UnityEngine::UnityEngine::RectTransform::SetSizeWithCurrentAnchors_2569(DLL2SDK::UnityEngine::UnityEngine::RectTransform_Axis axis_, float size_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::UnityEngine::UnityEngine::RectTransform_Axis, float)>(DLL2SDK::GameAssemblyBase + 0x4AF4440)(this, axis_, size_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::RectTransform::GetParentSize_2570()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::RectTransform*)>(DLL2SDK::GameAssemblyBase + 0x4AF456C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::DrivenRectTransformTracker::Add_2539(DLL2SDK::UnityEngine::UnityEngine::Object* driver_, DLL2SDK::UnityEngine::UnityEngine::RectTransform* rectTransform_, DLL2SDK::UnityEngine::UnityEngine::DrivenTransformProperties drivenProperties_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::DrivenRectTransformTracker*, DLL2SDK::UnityEngine::UnityEngine::Object*, DLL2SDK::UnityEngine::UnityEngine::RectTransform*, DLL2SDK::UnityEngine::UnityEngine::DrivenTransformProperties)>(DLL2SDK::GameAssemblyBase + 0x4DCCDF8)(this, driver_, rectTransform_, drivenProperties_);
}
void DLL2SDK::UnityEngine::UnityEngine::DrivenRectTransformTracker::Clear_2540()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::DrivenRectTransformTracker*)>(DLL2SDK::GameAssemblyBase + 0x4DCCE00)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::get_sceneCount_2371()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4EA417C)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::get_sceneCountInBuildSettings_2372()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4EA420C)();
}
DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::GetActiveScene_2373()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene(*)()>(DLL2SDK::GameAssemblyBase + 0x4EA429C)();
}
void DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::INTERNAL_CALL_GetActiveScene_2374(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene*)>(DLL2SDK::GameAssemblyBase + 0x4EA42C4)(value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::SetActiveScene_2375(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene scene_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene)>(DLL2SDK::GameAssemblyBase + 0x4EA435C)(scene_);
}
bool DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::INTERNAL_CALL_SetActiveScene_2376(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene* scene_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene*)>(DLL2SDK::GameAssemblyBase + 0x4EA437C)(scene_);
}
DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::GetSceneByPath_2377(DLL2SDK::mscorlib::System::String* scenePath_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4EA4414)(scenePath_);
}
void DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::INTERNAL_CALL_GetSceneByPath_2378(DLL2SDK::mscorlib::System::String* scenePath_, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene*)>(DLL2SDK::GameAssemblyBase + 0x4EA443C)(scenePath_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::GetSceneByName_2379(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4EA44DC)(name_);
}
void DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::INTERNAL_CALL_GetSceneByName_2380(DLL2SDK::mscorlib::System::String* name_, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene*)>(DLL2SDK::GameAssemblyBase + 0x4EA4504)(name_, value_);
}
DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::GetSceneAt_2381(int32_t index_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4EA45A4)(index_);
}
void DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::INTERNAL_CALL_GetSceneAt_2382(int32_t index_, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene* value_)
{
return reinterpret_cast<void(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene*)>(DLL2SDK::GameAssemblyBase + 0x4EA45CC)(index_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::LoadScene_2383(DLL2SDK::mscorlib::System::String* sceneName_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4EA466C)(sceneName_);
}
void DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::LoadScene_2384(DLL2SDK::mscorlib::System::String* sceneName_, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::LoadSceneMode mode_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::LoadSceneMode)>(DLL2SDK::GameAssemblyBase + 0x4EA4694)(sceneName_, mode_);
}
void DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::LoadScene_2385(int32_t sceneBuildIndex_)
{
return reinterpret_cast<void(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4EA4778)(sceneBuildIndex_);
}
void DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::LoadScene_2386(int32_t sceneBuildIndex_, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::LoadSceneMode mode_)
{
return reinterpret_cast<void(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::LoadSceneMode)>(DLL2SDK::GameAssemblyBase + 0x4EA47A8)(sceneBuildIndex_, mode_);
}
DLL2SDK::UnityEngine::UnityEngine::AsyncOperation* DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::LoadSceneAsync_2387(DLL2SDK::mscorlib::System::String* sceneName_, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::LoadSceneMode mode_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AsyncOperation*(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::LoadSceneMode)>(DLL2SDK::GameAssemblyBase + 0x4EA47E0)(sceneName_, mode_);
}
DLL2SDK::UnityEngine::UnityEngine::AsyncOperation* DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::LoadSceneAsync_2388(int32_t sceneBuildIndex_, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::LoadSceneMode mode_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AsyncOperation*(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::LoadSceneMode)>(DLL2SDK::GameAssemblyBase + 0x4EA4814)(sceneBuildIndex_, mode_);
}
DLL2SDK::UnityEngine::UnityEngine::AsyncOperation* DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::LoadSceneAsyncNameIndexInternal_2389(DLL2SDK::mscorlib::System::String* sceneName_, int32_t sceneBuildIndex_, bool isAdditive_, bool mustCompleteNextFrame_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AsyncOperation*(*)(DLL2SDK::mscorlib::System::String*, int32_t, bool, bool)>(DLL2SDK::GameAssemblyBase + 0x4EA46C8)(sceneName_, sceneBuildIndex_, isAdditive_, mustCompleteNextFrame_);
}
DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::CreateScene_2390(DLL2SDK::mscorlib::System::String* sceneName_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4EA484C)(sceneName_);
}
void DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::INTERNAL_CALL_CreateScene_2391(DLL2SDK::mscorlib::System::String* sceneName_, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene*)>(DLL2SDK::GameAssemblyBase + 0x4EA4874)(sceneName_, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::UnloadScene_2392(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene scene_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene)>(DLL2SDK::GameAssemblyBase + 0x4EA4914)(scene_);
}
bool DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::UnloadSceneInternal_2393(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene scene_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene)>(DLL2SDK::GameAssemblyBase + 0x4EA4934)(scene_);
}
bool DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::INTERNAL_CALL_UnloadSceneInternal_2394(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene* scene_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene*)>(DLL2SDK::GameAssemblyBase + 0x4EA4954)(scene_);
}
bool DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::UnloadScene_2395(int32_t sceneBuildIndex_)
{
return reinterpret_cast<bool(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4EA49EC)(sceneBuildIndex_);
}
bool DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::UnloadScene_2396(DLL2SDK::mscorlib::System::String* sceneName_)
{
return reinterpret_cast<bool(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4EA4B40)(sceneName_);
}
DLL2SDK::UnityEngine::UnityEngine::AsyncOperation* DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::UnloadSceneAsync_2397(int32_t sceneBuildIndex_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AsyncOperation*(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4EA4B74)(sceneBuildIndex_);
}
DLL2SDK::UnityEngine::UnityEngine::AsyncOperation* DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::UnloadSceneAsync_2398(DLL2SDK::mscorlib::System::String* sceneName_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AsyncOperation*(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4EA4C14)(sceneName_);
}
DLL2SDK::UnityEngine::UnityEngine::AsyncOperation* DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::UnloadSceneAsync_2399(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene scene_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AsyncOperation*(*)(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene)>(DLL2SDK::GameAssemblyBase + 0x4EA4C44)(scene_);
}
DLL2SDK::UnityEngine::UnityEngine::AsyncOperation* DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::UnloadSceneAsyncInternal_2400(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene scene_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AsyncOperation*(*)(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene)>(DLL2SDK::GameAssemblyBase + 0x4EA4C64)(scene_);
}
DLL2SDK::UnityEngine::UnityEngine::AsyncOperation* DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::INTERNAL_CALL_UnloadSceneAsyncInternal_2401(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene* scene_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AsyncOperation*(*)(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene*)>(DLL2SDK::GameAssemblyBase + 0x4EA4C84)(scene_);
}
DLL2SDK::UnityEngine::UnityEngine::AsyncOperation* DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::UnloadSceneNameIndexInternal_2402(DLL2SDK::mscorlib::System::String* sceneName_, int32_t sceneBuildIndex_, bool immediately_, bool* outSuccess_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AsyncOperation*(*)(DLL2SDK::mscorlib::System::String*, int32_t, bool, bool*)>(DLL2SDK::GameAssemblyBase + 0x4EA4A90)(sceneName_, sceneBuildIndex_, immediately_, outSuccess_);
}
void DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::MergeScenes_2403(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene sourceScene_, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene destinationScene_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene)>(DLL2SDK::GameAssemblyBase + 0x4EA4D1C)(sourceScene_, destinationScene_);
}
void DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::INTERNAL_CALL_MergeScenes_2404(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene* sourceScene_, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene* destinationScene_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene*, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene*)>(DLL2SDK::GameAssemblyBase + 0x4EA4D44)(sourceScene_, destinationScene_);
}
void DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::MoveGameObjectToScene_2405(DLL2SDK::UnityEngine::UnityEngine::GameObject* go_, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene scene_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene)>(DLL2SDK::GameAssemblyBase + 0x4EA4DE4)(go_, scene_);
}
void DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::INTERNAL_CALL_MoveGameObjectToScene_2406(DLL2SDK::UnityEngine::UnityEngine::GameObject* go_, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene* scene_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::GameObject*, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene*)>(DLL2SDK::GameAssemblyBase + 0x4EA4E04)(go_, scene_);
}
void DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::add_sceneLoaded_2407(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction_3<DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::LoadSceneMode, bool>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction_3<DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::LoadSceneMode, bool>*)>(DLL2SDK::GameAssemblyBase + 0x4EA4EA4)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::remove_sceneLoaded_2408(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction_3<DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::LoadSceneMode, bool>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction_3<DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::LoadSceneMode, bool>*)>(DLL2SDK::GameAssemblyBase + 0x4EA5084)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::Internal_SceneLoaded_2409(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene scene_, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::LoadSceneMode mode_, bool async_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::LoadSceneMode, bool)>(DLL2SDK::GameAssemblyBase + 0x4EA5264)(scene_, mode_, async_);
}
void DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::add_sceneUnloaded_2410(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction_1<DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction_1<DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene>*)>(DLL2SDK::GameAssemblyBase + 0x4EA5330)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::remove_sceneUnloaded_2411(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction_1<DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction_1<DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene>*)>(DLL2SDK::GameAssemblyBase + 0x4EA5508)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::Internal_SceneUnloaded_2412(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene scene_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene)>(DLL2SDK::GameAssemblyBase + 0x4EA56E0)(scene_);
}
void DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::add_activeSceneChanged_2413(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction_2<DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction_2<DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene>*)>(DLL2SDK::GameAssemblyBase + 0x4EA5790)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::remove_activeSceneChanged_2414(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction_2<DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Events::UnityAction_2<DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene>*)>(DLL2SDK::GameAssemblyBase + 0x4EA5968)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::SceneManagement::SceneManager::Internal_ActiveSceneChanged_2415(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene previousActiveScene_, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene newActiveScene_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene, DLL2SDK::UnityEngine::UnityEngine::SceneManagement::Scene)>(DLL2SDK::GameAssemblyBase + 0x4EA5B40)(previousActiveScene_, newActiveScene_);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::ScriptPlayable::_ctor_2351()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::ScriptPlayable*)>(DLL2SDK::GameAssemblyBase + 0x4DD838C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::ScriptPlayable::OnGraphStart_2352()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::ScriptPlayable*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::ScriptPlayable::OnGraphStop_2353()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::ScriptPlayable*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::ScriptPlayable::OnDestroy_2354()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[6];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::ScriptPlayable*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::ScriptPlayable::PrepareFrame_2355(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::FrameData info_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::ScriptPlayable*, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::FrameData, void*)>(Data.methodPtr)(this, info_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::ScriptPlayable::ProcessFrame_2356(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::FrameData info_, DLL2SDK::mscorlib::System::Object* playerData_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[8];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::ScriptPlayable*, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::FrameData, DLL2SDK::mscorlib::System::Object*, void*)>(Data.methodPtr)(this, info_, playerData_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::ScriptPlayable::OnPlayStateChanged_2357(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::FrameData info_, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayState newState_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[9];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::ScriptPlayable*, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::FrameData, DLL2SDK::UnityEngine::UnityEngine::Experimental::Director::PlayState, void*)>(Data.methodPtr)(this, info_, newState_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection::_ctor_2103()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection*)>(DLL2SDK::GameAssemblyBase + 0x4EAA1E8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection::Internal_Create_2104(DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection* mono_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection*)>(DLL2SDK::GameAssemblyBase + 0x4EAA294)(mono_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection::get_shaderCount_2105()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection*)>(DLL2SDK::GameAssemblyBase + 0x4EAA32C)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection::get_variantCount_2106()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection*)>(DLL2SDK::GameAssemblyBase + 0x4EAA3C4)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection::Add_2107(DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection_ShaderVariant variant_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection*, DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection_ShaderVariant)>(DLL2SDK::GameAssemblyBase + 0x4EAA45C)(this, variant_);
}
bool DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection::AddInternal_2108(DLL2SDK::UnityEngine::UnityEngine::Shader* shader_, DLL2SDK::UnityEngine::UnityEngine::Rendering::PassType passType_, DLL2SDK::Array<DLL2SDK::mscorlib::System::String*>* keywords_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection*, DLL2SDK::UnityEngine::UnityEngine::Shader*, DLL2SDK::UnityEngine::UnityEngine::Rendering::PassType, DLL2SDK::Array<DLL2SDK::mscorlib::System::String*>*)>(DLL2SDK::GameAssemblyBase + 0x4EAA474)(this, shader_, passType_, keywords_);
}
bool DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection::Remove_2109(DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection_ShaderVariant variant_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection*, DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection_ShaderVariant)>(DLL2SDK::GameAssemblyBase + 0x4EAA524)(this, variant_);
}
bool DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection::RemoveInternal_2110(DLL2SDK::UnityEngine::UnityEngine::Shader* shader_, DLL2SDK::UnityEngine::UnityEngine::Rendering::PassType passType_, DLL2SDK::Array<DLL2SDK::mscorlib::System::String*>* keywords_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection*, DLL2SDK::UnityEngine::UnityEngine::Shader*, DLL2SDK::UnityEngine::UnityEngine::Rendering::PassType, DLL2SDK::Array<DLL2SDK::mscorlib::System::String*>*)>(DLL2SDK::GameAssemblyBase + 0x4EAA53C)(this, shader_, passType_, keywords_);
}
bool DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection::Contains_2111(DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection_ShaderVariant variant_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection*, DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection_ShaderVariant)>(DLL2SDK::GameAssemblyBase + 0x4EAA5EC)(this, variant_);
}
bool DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection::ContainsInternal_2112(DLL2SDK::UnityEngine::UnityEngine::Shader* shader_, DLL2SDK::UnityEngine::UnityEngine::Rendering::PassType passType_, DLL2SDK::Array<DLL2SDK::mscorlib::System::String*>* keywords_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection*, DLL2SDK::UnityEngine::UnityEngine::Shader*, DLL2SDK::UnityEngine::UnityEngine::Rendering::PassType, DLL2SDK::Array<DLL2SDK::mscorlib::System::String*>*)>(DLL2SDK::GameAssemblyBase + 0x4EAA604)(this, shader_, passType_, keywords_);
}
void DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection::Clear_2113()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection*)>(DLL2SDK::GameAssemblyBase + 0x4EAA6B4)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection::get_isWarmedUp_2114()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection*)>(DLL2SDK::GameAssemblyBase + 0x4EAA74C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection::WarmUp_2115(bool forceWarmUp_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection*, bool)>(DLL2SDK::GameAssemblyBase + 0x4EAA7E4)(this, forceWarmUp_);
}
void DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection::WarmUp_2116()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection*)>(DLL2SDK::GameAssemblyBase + 0x4EAA884)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection::WarmUpThreaded_2117(bool forceWarmUp_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection*, bool)>(DLL2SDK::GameAssemblyBase + 0x4EAA88C)(this, forceWarmUp_);
}
void DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection::WarmUpThreaded_2118()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection*)>(DLL2SDK::GameAssemblyBase + 0x4EAA92C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection::UnloadSubShaderWithLod_2119(bool force_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection*, bool)>(DLL2SDK::GameAssemblyBase + 0x4EAA934)(this, force_);
}
void DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection::UnloadSubShaderWithLod_2120()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection*)>(DLL2SDK::GameAssemblyBase + 0x4EAA9D4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection::WarmUpShader_2121(DLL2SDK::mscorlib::System::String* shaderName_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4EAA9DC)(this, shaderName_);
}
DLL2SDK::Array<DLL2SDK::mscorlib::System::String*>* DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection::GetAllShaderNames_2122()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::mscorlib::System::String*>*(*)(DLL2SDK::UnityEngine::UnityEngine::ShaderVariantCollection*)>(DLL2SDK::GameAssemblyBase + 0x4EAAA7C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::SpriteRenderer::set_sprite_1931(DLL2SDK::UnityEngine::UnityEngine::Sprite* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SpriteRenderer*, DLL2SDK::UnityEngine::UnityEngine::Sprite*)>(DLL2SDK::GameAssemblyBase + 0x4EAE0E0)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::SpriteRenderer::get_size_1932()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::SpriteRenderer*)>(DLL2SDK::GameAssemblyBase + 0x4EAE184)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::SpriteRenderer::set_size_1933(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SpriteRenderer*, DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4EAE260)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::SpriteRenderer::INTERNAL_get_size_1934(DLL2SDK::UnityEngine::UnityEngine::Vector2* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SpriteRenderer*, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4EAE1C0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::SpriteRenderer::INTERNAL_set_size_1935(DLL2SDK::UnityEngine::UnityEngine::Vector2* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SpriteRenderer*, DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4EAE27C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::SpriteRenderer::SetSprite_INTERNAL_1936(DLL2SDK::UnityEngine::UnityEngine::Sprite* sprite_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SpriteRenderer*, DLL2SDK::UnityEngine::UnityEngine::Sprite*)>(DLL2SDK::GameAssemblyBase + 0x4EAE0E4)(this, sprite_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::SpriteRenderer::get_color_1937()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine::UnityEngine::SpriteRenderer*)>(DLL2SDK::GameAssemblyBase + 0x4EAE31C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::SpriteRenderer::set_color_1938(DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SpriteRenderer*, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4EAE3F4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::SpriteRenderer::INTERNAL_get_color_1939(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SpriteRenderer*, DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4EAE354)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::SpriteRenderer::INTERNAL_set_color_1940(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::SpriteRenderer*, DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4EAE418)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::StreamingTextureGroup DLL2SDK::UnityEngine::UnityEngine::StreamingTextureGroupManager::GetTextureGroup_1917(int32_t uniqueID_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::StreamingTextureGroup(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x4EB1854)(uniqueID_);
}
void DLL2SDK::UnityEngine::UnityEngine::StreamingTextureGroupManager::SetTextureGroup_1918(DLL2SDK::UnityEngine::UnityEngine::StreamingTextureGroup group_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::StreamingTextureGroup)>(DLL2SDK::GameAssemblyBase + 0x4EB18EC)(group_);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderTexture::_ctor_1862(int32_t width_, int32_t height_, int32_t depth_, DLL2SDK::UnityEngine::UnityEngine::RenderTextureFormat format_, DLL2SDK::UnityEngine::UnityEngine::RenderTextureReadWrite readWrite_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*, int32_t, int32_t, int32_t, DLL2SDK::UnityEngine::UnityEngine::RenderTextureFormat, DLL2SDK::UnityEngine::UnityEngine::RenderTextureReadWrite)>(DLL2SDK::GameAssemblyBase + 0x4E9EFE8)(this, width_, height_, depth_, format_, readWrite_);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderTexture::_ctor_1863(int32_t width_, int32_t height_, int32_t depth_, DLL2SDK::UnityEngine::UnityEngine::RenderTextureFormat format_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*, int32_t, int32_t, int32_t, DLL2SDK::UnityEngine::UnityEngine::RenderTextureFormat)>(DLL2SDK::GameAssemblyBase + 0x4E9F2F0)(this, width_, height_, depth_, format_);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderTexture::_ctor_1864(int32_t width_, int32_t height_, int32_t depth_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*, int32_t, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E9F370)(this, width_, height_, depth_);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderTexture::Internal_CreateRenderTexture_1865(DLL2SDK::UnityEngine::UnityEngine::RenderTexture* rt_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*)>(DLL2SDK::GameAssemblyBase + 0x4E9F078)(rt_);
}
DLL2SDK::UnityEngine::UnityEngine::RenderTexture* DLL2SDK::UnityEngine::UnityEngine::RenderTexture::GetTemporary_1866(int32_t width_, int32_t height_, int32_t depthBuffer_, DLL2SDK::UnityEngine::UnityEngine::RenderTextureFormat format_, DLL2SDK::UnityEngine::UnityEngine::RenderTextureReadWrite readWrite_, int32_t antiAliasing_, DLL2SDK::UnityEngine::UnityEngine::VRTextureUsage vrUsage_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RenderTexture*(*)(int32_t, int32_t, int32_t, DLL2SDK::UnityEngine::UnityEngine::RenderTextureFormat, DLL2SDK::UnityEngine::UnityEngine::RenderTextureReadWrite, int32_t, DLL2SDK::UnityEngine::UnityEngine::VRTextureUsage)>(DLL2SDK::GameAssemblyBase + 0x4E9F3F0)(width_, height_, depthBuffer_, format_, readWrite_, antiAliasing_, vrUsage_);
}
DLL2SDK::UnityEngine::UnityEngine::RenderTexture* DLL2SDK::UnityEngine::UnityEngine::RenderTexture::GetTemporary_1867(int32_t width_, int32_t height_, int32_t depthBuffer_, DLL2SDK::UnityEngine::UnityEngine::RenderTextureFormat format_, DLL2SDK::UnityEngine::UnityEngine::RenderTextureReadWrite readWrite_, int32_t antiAliasing_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RenderTexture*(*)(int32_t, int32_t, int32_t, DLL2SDK::UnityEngine::UnityEngine::RenderTextureFormat, DLL2SDK::UnityEngine::UnityEngine::RenderTextureReadWrite, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E9F4C0)(width_, height_, depthBuffer_, format_, readWrite_, antiAliasing_);
}
DLL2SDK::UnityEngine::UnityEngine::RenderTexture* DLL2SDK::UnityEngine::UnityEngine::RenderTexture::GetTemporary_1868(int32_t width_, int32_t height_, int32_t depthBuffer_, DLL2SDK::UnityEngine::UnityEngine::RenderTextureFormat format_, DLL2SDK::UnityEngine::UnityEngine::RenderTextureReadWrite readWrite_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RenderTexture*(*)(int32_t, int32_t, int32_t, DLL2SDK::UnityEngine::UnityEngine::RenderTextureFormat, DLL2SDK::UnityEngine::UnityEngine::RenderTextureReadWrite)>(DLL2SDK::GameAssemblyBase + 0x4E9F4EC)(width_, height_, depthBuffer_, format_, readWrite_);
}
DLL2SDK::UnityEngine::UnityEngine::RenderTexture* DLL2SDK::UnityEngine::UnityEngine::RenderTexture::GetTemporary_1869(int32_t width_, int32_t height_, int32_t depthBuffer_, DLL2SDK::UnityEngine::UnityEngine::RenderTextureFormat format_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RenderTexture*(*)(int32_t, int32_t, int32_t, DLL2SDK::UnityEngine::UnityEngine::RenderTextureFormat)>(DLL2SDK::GameAssemblyBase + 0x4E9F520)(width_, height_, depthBuffer_, format_);
}
DLL2SDK::UnityEngine::UnityEngine::RenderTexture* DLL2SDK::UnityEngine::UnityEngine::RenderTexture::GetTemporary_1870(int32_t width_, int32_t height_, int32_t depthBuffer_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RenderTexture*(*)(int32_t, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E9F550)(width_, height_, depthBuffer_);
}
DLL2SDK::UnityEngine::UnityEngine::RenderTexture* DLL2SDK::UnityEngine::UnityEngine::RenderTexture::GetTemporary_1871(int32_t width_, int32_t height_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RenderTexture*(*)(int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E9F580)(width_, height_);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderTexture::ReleaseTemporary_1872(DLL2SDK::UnityEngine::UnityEngine::RenderTexture* temp_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*)>(DLL2SDK::GameAssemblyBase + 0x4E9F5B4)(temp_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::RenderTexture::Internal_GetWidth_1873(DLL2SDK::UnityEngine::UnityEngine::RenderTexture* mono_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*)>(DLL2SDK::GameAssemblyBase + 0x4E9F64C)(mono_);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderTexture::Internal_SetWidth_1874(DLL2SDK::UnityEngine::UnityEngine::RenderTexture* mono_, int32_t width_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E9F6E4)(mono_, width_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::RenderTexture::Internal_GetHeight_1875(DLL2SDK::UnityEngine::UnityEngine::RenderTexture* mono_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*)>(DLL2SDK::GameAssemblyBase + 0x4E9F784)(mono_);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderTexture::Internal_SetHeight_1876(DLL2SDK::UnityEngine::UnityEngine::RenderTexture* mono_, int32_t width_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E9F81C)(mono_, width_);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderTexture::Internal_SetRenderTextureMemoryless_1877(DLL2SDK::UnityEngine::UnityEngine::RenderTexture* mono_, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTextureMemoryless memoryless_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTextureMemoryless)>(DLL2SDK::GameAssemblyBase + 0x4E9F8BC)(mono_, memoryless_);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderTexture::Internal_SetSRGBReadWrite_1878(DLL2SDK::UnityEngine::UnityEngine::RenderTexture* mono_, bool sRGB_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*, bool)>(DLL2SDK::GameAssemblyBase + 0x4E9F250)(mono_, sRGB_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::RenderTexture::get_width_1879()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderTexture::set_width_1880(int32_t value_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[5];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*, int32_t, void*)>(Data.methodPtr)(this, value_, Data.method);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::RenderTexture::get_height_1881()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[6];
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderTexture::set_height_1882(int32_t value_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[7];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*, int32_t, void*)>(Data.methodPtr)(this, value_, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderTexture::set_memorylessMode_1883(DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTextureMemoryless value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTextureMemoryless)>(DLL2SDK::GameAssemblyBase + 0x4E9F984)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::RenderTexture::get_depth_1884()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*)>(DLL2SDK::GameAssemblyBase + 0x4E9F990)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderTexture::set_depth_1885(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E9F110)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderTexture::set_isPowerOfTwo_1886(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*, bool)>(DLL2SDK::GameAssemblyBase + 0x4E9FA28)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::RenderTextureFormat DLL2SDK::UnityEngine::UnityEngine::RenderTexture::get_format_1887()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RenderTextureFormat(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*)>(DLL2SDK::GameAssemblyBase + 0x4E9FAC8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderTexture::set_format_1888(DLL2SDK::UnityEngine::UnityEngine::RenderTextureFormat value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*, DLL2SDK::UnityEngine::UnityEngine::RenderTextureFormat)>(DLL2SDK::GameAssemblyBase + 0x4E9F1B0)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderTexture::set_useMipMap_1889(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*, bool)>(DLL2SDK::GameAssemblyBase + 0x4E9FB60)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderTexture::set_autoGenerateMips_1890(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*, bool)>(DLL2SDK::GameAssemblyBase + 0x4E9FC00)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Rendering::TextureDimension DLL2SDK::UnityEngine::UnityEngine::RenderTexture::Internal_GetDimension_1891(DLL2SDK::UnityEngine::UnityEngine::RenderTexture* rt_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rendering::TextureDimension(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*)>(DLL2SDK::GameAssemblyBase + 0x4E9FCA0)(rt_);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderTexture::Internal_SetDimension_1892(DLL2SDK::UnityEngine::UnityEngine::RenderTexture* rt_, DLL2SDK::UnityEngine::UnityEngine::Rendering::TextureDimension dim_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*, DLL2SDK::UnityEngine::UnityEngine::Rendering::TextureDimension)>(DLL2SDK::GameAssemblyBase + 0x4E9FD38)(rt_, dim_);
}
DLL2SDK::UnityEngine::UnityEngine::Rendering::TextureDimension DLL2SDK::UnityEngine::UnityEngine::RenderTexture::get_dimension_1893()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[8];
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rendering::TextureDimension(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderTexture::set_dimension_1894(DLL2SDK::UnityEngine::UnityEngine::Rendering::TextureDimension value_)
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[9];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*, DLL2SDK::UnityEngine::UnityEngine::Rendering::TextureDimension, void*)>(Data.methodPtr)(this, value_, Data.method);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::RenderTexture::get_volumeDepth_1895()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*)>(DLL2SDK::GameAssemblyBase + 0x4E9FDEC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderTexture::set_volumeDepth_1896(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E9FE84)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::RenderTexture::get_antiAliasing_1897()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*)>(DLL2SDK::GameAssemblyBase + 0x4E9FF24)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderTexture::set_antiAliasing_1898(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E9FFBC)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::RenderTexture::get_enableRandomWrite_1899()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*)>(DLL2SDK::GameAssemblyBase + 0x4EA005C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderTexture::set_enableRandomWrite_1900(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*, bool)>(DLL2SDK::GameAssemblyBase + 0x4EA00F4)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::RenderTexture::Create_1901()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*)>(DLL2SDK::GameAssemblyBase + 0x4EA0194)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::RenderTexture::INTERNAL_CALL_Create_1902(DLL2SDK::UnityEngine::UnityEngine::RenderTexture* self_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*)>(DLL2SDK::GameAssemblyBase + 0x4EA019C)(self_);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderTexture::Release_1903()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*)>(DLL2SDK::GameAssemblyBase + 0x4EA0234)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderTexture::INTERNAL_CALL_Release_1904(DLL2SDK::UnityEngine::UnityEngine::RenderTexture* self_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*)>(DLL2SDK::GameAssemblyBase + 0x4EA023C)(self_);
}
bool DLL2SDK::UnityEngine::UnityEngine::RenderTexture::IsCreated_1905()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*)>(DLL2SDK::GameAssemblyBase + 0x4EA02D4)(this);
}
bool DLL2SDK::UnityEngine::UnityEngine::RenderTexture::INTERNAL_CALL_IsCreated_1906(DLL2SDK::UnityEngine::UnityEngine::RenderTexture* self_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*)>(DLL2SDK::GameAssemblyBase + 0x4EA02DC)(self_);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderTexture::DiscardContents_1907()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*)>(DLL2SDK::GameAssemblyBase + 0x4EA0374)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderTexture::INTERNAL_CALL_DiscardContents_1908(DLL2SDK::UnityEngine::UnityEngine::RenderTexture* self_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*)>(DLL2SDK::GameAssemblyBase + 0x4EA037C)(self_);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderTexture::MarkRestoreExpected_1909()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*)>(DLL2SDK::GameAssemblyBase + 0x4EA0414)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderTexture::INTERNAL_CALL_MarkRestoreExpected_1910(DLL2SDK::UnityEngine::UnityEngine::RenderTexture* self_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*)>(DLL2SDK::GameAssemblyBase + 0x4EA041C)(self_);
}
DLL2SDK::UnityEngine::UnityEngine::RenderBuffer DLL2SDK::UnityEngine::UnityEngine::RenderTexture::get_colorBuffer_1911()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RenderBuffer(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*)>(DLL2SDK::GameAssemblyBase + 0x4EA04B4)(this);
}
DLL2SDK::UnityEngine::UnityEngine::RenderBuffer DLL2SDK::UnityEngine::UnityEngine::RenderTexture::get_depthBuffer_1912()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RenderBuffer(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*)>(DLL2SDK::GameAssemblyBase + 0x4EA0590)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderTexture::GetColorBuffer_1913(DLL2SDK::UnityEngine::UnityEngine::RenderBuffer* res_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*, DLL2SDK::UnityEngine::UnityEngine::RenderBuffer*)>(DLL2SDK::GameAssemblyBase + 0x4EA04F0)(this, res_);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderTexture::GetDepthBuffer_1914(DLL2SDK::UnityEngine::UnityEngine::RenderBuffer* res_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*, DLL2SDK::UnityEngine::UnityEngine::RenderBuffer*)>(DLL2SDK::GameAssemblyBase + 0x4EA05CC)(this, res_);
}
DLL2SDK::UnityEngine::UnityEngine::RenderTexture* DLL2SDK::UnityEngine::UnityEngine::RenderTexture::get_active_1915()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::RenderTexture*(*)()>(DLL2SDK::GameAssemblyBase + 0x4EA066C)();
}
void DLL2SDK::UnityEngine::UnityEngine::RenderTexture::set_active_1916(DLL2SDK::UnityEngine::UnityEngine::RenderTexture* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::RenderTexture*)>(DLL2SDK::GameAssemblyBase + 0x4EA06FC)(value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Handheld::PlayFullScreenMovie_1738(DLL2SDK::mscorlib::System::String* path_, DLL2SDK::UnityEngine::UnityEngine::Color bgColor_, DLL2SDK::UnityEngine::UnityEngine::FullScreenMovieControlMode controlMode_, DLL2SDK::UnityEngine::UnityEngine::FullScreenMovieScalingMode scalingMode_)
{
return reinterpret_cast<bool(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::Color, DLL2SDK::UnityEngine::UnityEngine::FullScreenMovieControlMode, DLL2SDK::UnityEngine::UnityEngine::FullScreenMovieScalingMode)>(DLL2SDK::GameAssemblyBase + 0x472F49C)(path_, bgColor_, controlMode_, scalingMode_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Handheld::INTERNAL_CALL_PlayFullScreenMovie_1739(DLL2SDK::mscorlib::System::String* path_, DLL2SDK::UnityEngine::UnityEngine::Color* bgColor_, DLL2SDK::UnityEngine::UnityEngine::FullScreenMovieControlMode controlMode_, DLL2SDK::UnityEngine::UnityEngine::FullScreenMovieScalingMode scalingMode_)
{
return reinterpret_cast<bool(*)(DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::Color*, DLL2SDK::UnityEngine::UnityEngine::FullScreenMovieControlMode, DLL2SDK::UnityEngine::UnityEngine::FullScreenMovieScalingMode)>(DLL2SDK::GameAssemblyBase + 0x472F4D8)(path_, bgColor_, controlMode_, scalingMode_);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationCurve::_ctor_1713(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Keyframe>* keys_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationCurve*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Keyframe>*)>(DLL2SDK::GameAssemblyBase + 0x46363E0)(this, keys_);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationCurve::_ctor_1714()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationCurve*)>(DLL2SDK::GameAssemblyBase + 0x46364A8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationCurve::Cleanup_1715()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationCurve*)>(DLL2SDK::GameAssemblyBase + 0x46364CC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationCurve::Finalize_1716()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[1];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationCurve*, void*)>(Data.methodPtr)(this, Data.method);
}
float DLL2SDK::UnityEngine::UnityEngine::AnimationCurve::Evaluate_1717(float time_)
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationCurve*, float)>(DLL2SDK::GameAssemblyBase + 0x46365C8)(this, time_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Keyframe>* DLL2SDK::UnityEngine::UnityEngine::AnimationCurve::get_keys_1718()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Keyframe>*(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationCurve*)>(DLL2SDK::GameAssemblyBase + 0x4636668)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationCurve::set_keys_1719(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Keyframe>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationCurve*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Keyframe>*)>(DLL2SDK::GameAssemblyBase + 0x4636704)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AnimationCurve::AddKey_1720(float time_, float value_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationCurve*, float, float)>(DLL2SDK::GameAssemblyBase + 0x46367A8)(this, time_, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AnimationCurve::AddKey_1721(DLL2SDK::UnityEngine::UnityEngine::Keyframe key_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationCurve*, DLL2SDK::UnityEngine::UnityEngine::Keyframe)>(DLL2SDK::GameAssemblyBase + 0x4636850)(this, key_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AnimationCurve::AddKey_Internal_1722(DLL2SDK::UnityEngine::UnityEngine::Keyframe key_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationCurve*, DLL2SDK::UnityEngine::UnityEngine::Keyframe)>(DLL2SDK::GameAssemblyBase + 0x4636878)(this, key_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AnimationCurve::INTERNAL_CALL_AddKey_Internal_1723(DLL2SDK::UnityEngine::UnityEngine::AnimationCurve* self_, DLL2SDK::UnityEngine::UnityEngine::Keyframe* key_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationCurve*, DLL2SDK::UnityEngine::UnityEngine::Keyframe*)>(DLL2SDK::GameAssemblyBase + 0x46368A0)(self_, key_);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationCurve::RemoveKey_1724(int32_t index_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationCurve*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4636940)(this, index_);
}
DLL2SDK::UnityEngine::UnityEngine::Keyframe DLL2SDK::UnityEngine::UnityEngine::AnimationCurve::get_Item_1725(int32_t index_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Keyframe(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationCurve*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x46369E0)(this, index_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::AnimationCurve::get_length_1726()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationCurve*)>(DLL2SDK::GameAssemblyBase + 0x4636A58)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationCurve::SetKeys_1727(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Keyframe>* keys_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationCurve*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Keyframe>*)>(DLL2SDK::GameAssemblyBase + 0x4636708)(this, keys_);
}
DLL2SDK::UnityEngine::UnityEngine::Keyframe DLL2SDK::UnityEngine::UnityEngine::AnimationCurve::GetKey_Internal_1728(int32_t index_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Keyframe(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationCurve*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4636A24)(this, index_);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationCurve::INTERNAL_CALL_GetKey_Internal_1729(DLL2SDK::UnityEngine::UnityEngine::AnimationCurve* self_, int32_t index_, DLL2SDK::UnityEngine::UnityEngine::Keyframe* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationCurve*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Keyframe*)>(DLL2SDK::GameAssemblyBase + 0x4636AF0)(self_, index_, value_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Keyframe>* DLL2SDK::UnityEngine::UnityEngine::AnimationCurve::GetKeys_1730()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Keyframe>*(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationCurve*)>(DLL2SDK::GameAssemblyBase + 0x463666C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationCurve::SmoothTangents_1731(int32_t index_, float weight_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationCurve*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4636B98)(this, index_, weight_);
}
DLL2SDK::UnityEngine::UnityEngine::AnimationCurve* DLL2SDK::UnityEngine::UnityEngine::AnimationCurve::Linear_1732(float timeStart_, float valueStart_, float timeEnd_, float valueEnd_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimationCurve*(*)(float, float, float, float)>(DLL2SDK::GameAssemblyBase + 0x4636C40)(timeStart_, valueStart_, timeEnd_, valueEnd_);
}
DLL2SDK::UnityEngine::UnityEngine::WrapMode DLL2SDK::UnityEngine::UnityEngine::AnimationCurve::get_preWrapMode_1733()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::WrapMode(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationCurve*)>(DLL2SDK::GameAssemblyBase + 0x4636DE8)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationCurve::set_preWrapMode_1734(DLL2SDK::UnityEngine::UnityEngine::WrapMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationCurve*, DLL2SDK::UnityEngine::UnityEngine::WrapMode)>(DLL2SDK::GameAssemblyBase + 0x4636E80)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::WrapMode DLL2SDK::UnityEngine::UnityEngine::AnimationCurve::get_postWrapMode_1735()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::WrapMode(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationCurve*)>(DLL2SDK::GameAssemblyBase + 0x4636F20)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationCurve::set_postWrapMode_1736(DLL2SDK::UnityEngine::UnityEngine::WrapMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationCurve*, DLL2SDK::UnityEngine::UnityEngine::WrapMode)>(DLL2SDK::GameAssemblyBase + 0x4636FB8)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::AnimationCurve::Init_1737(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Keyframe>* keys_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AnimationCurve*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Keyframe>*)>(DLL2SDK::GameAssemblyBase + 0x4636408)(this, keys_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJavaClass::_ctor_1176(DLL2SDK::mscorlib::System::String* className_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaClass*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4623FCC)(this, className_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJavaClass::_ctor_1177(intptr_t jclass_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaClass*, intptr_t)>(DLL2SDK::GameAssemblyBase + 0x4624A68)(this, jclass_);
}
void DLL2SDK::UnityEngine::UnityEngine::AndroidJavaClass::_AndroidJavaClass_1178(DLL2SDK::mscorlib::System::String* className_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::AndroidJavaClass*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x462A89C)(this, className_);
}
void DLL2SDK::UnityEngine::UnityEngine::Cursor::set_visible_744(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x4DCA180)(value_);
}
DLL2SDK::UnityEngine::UnityEngine::CursorLockMode DLL2SDK::UnityEngine::UnityEngine::Cursor::get_lockState_745()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::CursorLockMode(*)()>(DLL2SDK::GameAssemblyBase + 0x4DCA218)();
}
void DLL2SDK::UnityEngine::UnityEngine::Cursor::set_lockState_746(DLL2SDK::UnityEngine::UnityEngine::CursorLockMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::CursorLockMode)>(DLL2SDK::GameAssemblyBase + 0x4DCA2A8)(value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Input::mainGyroIndex_Internal_673()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x472FE8C)();
}
bool DLL2SDK::UnityEngine::UnityEngine::Input::GetKeyInt_674(int32_t key_)
{
return reinterpret_cast<bool(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x472FF1C)(key_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Input::GetKeyUpInt_675(int32_t key_)
{
return reinterpret_cast<bool(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x472FFB4)(key_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Input::GetKeyDownInt_676(int32_t key_)
{
return reinterpret_cast<bool(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x473004C)(key_);
}
float DLL2SDK::UnityEngine::UnityEngine::Input::GetAxis_677(DLL2SDK::mscorlib::System::String* axisName_)
{
return reinterpret_cast<float(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x47300E4)(axisName_);
}
float DLL2SDK::UnityEngine::UnityEngine::Input::GetAxisRaw_678(DLL2SDK::mscorlib::System::String* axisName_)
{
return reinterpret_cast<float(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x473017C)(axisName_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Input::GetButton_679(DLL2SDK::mscorlib::System::String* buttonName_)
{
return reinterpret_cast<bool(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4730214)(buttonName_);
}
DLL2SDK::UnityEngine::UnityEngine::Gyroscope* DLL2SDK::UnityEngine::UnityEngine::Input::get_gyro_680()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Gyroscope*(*)()>(DLL2SDK::GameAssemblyBase + 0x47302AC)();
}
bool DLL2SDK::UnityEngine::UnityEngine::Input::GetButtonDown_681(DLL2SDK::mscorlib::System::String* buttonName_)
{
return reinterpret_cast<bool(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4730404)(buttonName_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Input::GetButtonUp_682(DLL2SDK::mscorlib::System::String* buttonName_)
{
return reinterpret_cast<bool(*)(DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x473049C)(buttonName_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Input::GetKey_683(DLL2SDK::UnityEngine::UnityEngine::KeyCode key_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::KeyCode)>(DLL2SDK::GameAssemblyBase + 0x4730534)(key_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Input::GetKeyDown_684(DLL2SDK::UnityEngine::UnityEngine::KeyCode key_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::KeyCode)>(DLL2SDK::GameAssemblyBase + 0x47305D4)(key_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Input::GetKeyUp_685(DLL2SDK::UnityEngine::UnityEngine::KeyCode key_)
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::KeyCode)>(DLL2SDK::GameAssemblyBase + 0x4730674)(key_);
}
DLL2SDK::Array<DLL2SDK::mscorlib::System::String*>* DLL2SDK::UnityEngine::UnityEngine::Input::GetJoystickNames_686()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::mscorlib::System::String*>*(*)()>(DLL2SDK::GameAssemblyBase + 0x4730714)();
}
bool DLL2SDK::UnityEngine::UnityEngine::Input::GetMouseButton_687(int32_t button_)
{
return reinterpret_cast<bool(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x47307A4)(button_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Input::GetMouseButtonDown_688(int32_t button_)
{
return reinterpret_cast<bool(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x473083C)(button_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Input::GetMouseButtonUp_689(int32_t button_)
{
return reinterpret_cast<bool(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x47308D4)(button_);
}
void DLL2SDK::UnityEngine::UnityEngine::Input::ResetInputAxes_690()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x473096C)();
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Input::get_mousePosition_691()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)()>(DLL2SDK::GameAssemblyBase + 0x47309FC)();
}
void DLL2SDK::UnityEngine::UnityEngine::Input::INTERNAL_get_mousePosition_692(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4730AC4)(value_);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Input::get_mouseScrollDelta_693()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)()>(DLL2SDK::GameAssemblyBase + 0x4730B5C)();
}
void DLL2SDK::UnityEngine::UnityEngine::Input::INTERNAL_get_mouseScrollDelta_694(DLL2SDK::UnityEngine::UnityEngine::Vector2* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x4730C18)(value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::Input::get_mousePresent_695()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4730CB0)();
}
bool DLL2SDK::UnityEngine::UnityEngine::Input::get_anyKeyDown_696()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4730D40)();
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Input::get_inputString_697()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)()>(DLL2SDK::GameAssemblyBase + 0x4730DD0)();
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::Input::get_acceleration_698()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)()>(DLL2SDK::GameAssemblyBase + 0x4730E60)();
}
void DLL2SDK::UnityEngine::UnityEngine::Input::INTERNAL_get_acceleration_699(DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4730F28)(value_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Touch>* DLL2SDK::UnityEngine::UnityEngine::Input::get_touches_700()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Touch>*(*)()>(DLL2SDK::GameAssemblyBase + 0x4730FC0)();
}
DLL2SDK::UnityEngine::UnityEngine::Touch DLL2SDK::UnityEngine::UnityEngine::Input::GetTouch_701(int32_t index_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Touch(*)(int32_t)>(DLL2SDK::GameAssemblyBase + 0x47311C4)(index_);
}
void DLL2SDK::UnityEngine::UnityEngine::Input::INTERNAL_CALL_GetTouch_702(int32_t index_, DLL2SDK::UnityEngine::UnityEngine::Touch* value_)
{
return reinterpret_cast<void(*)(int32_t, DLL2SDK::UnityEngine::UnityEngine::Touch*)>(DLL2SDK::GameAssemblyBase + 0x4731298)(index_, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Input::get_touchCount_703()
{
return reinterpret_cast<int32_t(*)()>(DLL2SDK::GameAssemblyBase + 0x4731134)();
}
bool DLL2SDK::UnityEngine::UnityEngine::Input::get_touchSupported_704()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4731338)();
}
DLL2SDK::UnityEngine::UnityEngine::Compass* DLL2SDK::UnityEngine::UnityEngine::Input::get_compass_705()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Compass*(*)()>(DLL2SDK::GameAssemblyBase + 0x47313C8)();
}
DLL2SDK::UnityEngine::UnityEngine::DeviceOrientation DLL2SDK::UnityEngine::UnityEngine::Input::get_deviceOrientation_706()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::DeviceOrientation(*)()>(DLL2SDK::GameAssemblyBase + 0x4731538)();
}
DLL2SDK::UnityEngine::UnityEngine::IMECompositionMode DLL2SDK::UnityEngine::UnityEngine::Input::get_imeCompositionMode_707()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::IMECompositionMode(*)()>(DLL2SDK::GameAssemblyBase + 0x47315C8)();
}
void DLL2SDK::UnityEngine::UnityEngine::Input::set_imeCompositionMode_708(DLL2SDK::UnityEngine::UnityEngine::IMECompositionMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::IMECompositionMode)>(DLL2SDK::GameAssemblyBase + 0x4731658)(value_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Input::get_compositionString_709()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)()>(DLL2SDK::GameAssemblyBase + 0x47107D0)();
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Input::get_compositionCursorPos_710()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)()>(DLL2SDK::GameAssemblyBase + 0x47316F0)();
}
void DLL2SDK::UnityEngine::UnityEngine::Input::set_compositionCursorPos_711(DLL2SDK::UnityEngine::UnityEngine::Vector2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2)>(DLL2SDK::GameAssemblyBase + 0x4731844)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Input::INTERNAL_get_compositionCursorPos_712(DLL2SDK::UnityEngine::UnityEngine::Vector2* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x47317AC)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Input::INTERNAL_set_compositionCursorPos_713(DLL2SDK::UnityEngine::UnityEngine::Vector2* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Vector2*)>(DLL2SDK::GameAssemblyBase + 0x47318EC)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Input::_cctor_714()
{
return reinterpret_cast<void(*)()>(DLL2SDK::GameAssemblyBase + 0x4731984)();
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Touch::get_fingerId_653()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Touch*)>(DLL2SDK::GameAssemblyBase + 0x4D694DC)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Touch::get_position_654()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Touch*)>(DLL2SDK::GameAssemblyBase + 0x4D694F8)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector2 DLL2SDK::UnityEngine::UnityEngine::Touch::get_deltaPosition_655()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector2(*)(DLL2SDK::UnityEngine::UnityEngine::Touch*)>(DLL2SDK::GameAssemblyBase + 0x4D69520)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::Touch::get_deltaTime_656()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::Touch*)>(DLL2SDK::GameAssemblyBase + 0x4D6953C)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::Touch::get_tapCount_657()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::Touch*)>(DLL2SDK::GameAssemblyBase + 0x4D6954C)(this);
}
DLL2SDK::UnityEngine::UnityEngine::TouchPhase DLL2SDK::UnityEngine::UnityEngine::Touch::get_phase_658()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::TouchPhase(*)(DLL2SDK::UnityEngine::UnityEngine::Touch*)>(DLL2SDK::GameAssemblyBase + 0x4D6955C)(this);
}
DLL2SDK::UnityEngine::UnityEngine::TouchType DLL2SDK::UnityEngine::UnityEngine::Touch::get_type_659()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::TouchType(*)(DLL2SDK::UnityEngine::UnityEngine::Touch*)>(DLL2SDK::GameAssemblyBase + 0x4D6956C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::_ctor_350()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*)>(DLL2SDK::GameAssemblyBase + 0x4D6A36C)(this);
}
float DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::get_time_351()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*)>(DLL2SDK::GameAssemblyBase + 0x4D6A374)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::set_time_352(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*, float)>(DLL2SDK::GameAssemblyBase + 0x4D6A40C)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::get_startWidth_353()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*)>(DLL2SDK::GameAssemblyBase + 0x4D6A4AC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::set_startWidth_354(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*, float)>(DLL2SDK::GameAssemblyBase + 0x4D6A544)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::get_endWidth_355()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*)>(DLL2SDK::GameAssemblyBase + 0x4D6A5E4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::set_endWidth_356(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*, float)>(DLL2SDK::GameAssemblyBase + 0x4D6A67C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::AnimationCurve* DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::get_widthCurve_357()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::AnimationCurve*(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*)>(DLL2SDK::GameAssemblyBase + 0x4D6A71C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::set_widthCurve_358(DLL2SDK::UnityEngine::UnityEngine::AnimationCurve* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*, DLL2SDK::UnityEngine::UnityEngine::AnimationCurve*)>(DLL2SDK::GameAssemblyBase + 0x4D6A7B4)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::get_widthMultiplier_359()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*)>(DLL2SDK::GameAssemblyBase + 0x4D6A854)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::set_widthMultiplier_360(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*, float)>(DLL2SDK::GameAssemblyBase + 0x4D6A8EC)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::get_startColor_361()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*)>(DLL2SDK::GameAssemblyBase + 0x4D6A98C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::set_startColor_362(DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4D6AA64)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::INTERNAL_get_startColor_363(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*, DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4D6A9C4)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::INTERNAL_set_startColor_364(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*, DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4D6AA88)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::get_endColor_365()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*)>(DLL2SDK::GameAssemblyBase + 0x4D6AB28)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::set_endColor_366(DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4D6AC00)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::INTERNAL_get_endColor_367(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*, DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4D6AB60)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::INTERNAL_set_endColor_368(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*, DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4D6AC24)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::Gradient* DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::get_colorGradient_369()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Gradient*(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*)>(DLL2SDK::GameAssemblyBase + 0x4D6ACC4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::set_colorGradient_370(DLL2SDK::UnityEngine::UnityEngine::Gradient* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*, DLL2SDK::UnityEngine::UnityEngine::Gradient*)>(DLL2SDK::GameAssemblyBase + 0x4D6AD5C)(this, value_);
}
bool DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::get_autodestruct_371()
{
return reinterpret_cast<bool(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*)>(DLL2SDK::GameAssemblyBase + 0x4D6ADFC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::set_autodestruct_372(bool value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*, bool)>(DLL2SDK::GameAssemblyBase + 0x4D6AE94)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::get_numCornerVertices_373()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*)>(DLL2SDK::GameAssemblyBase + 0x4D6AF34)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::set_numCornerVertices_374(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D6AFCC)(this, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::get_numCapVertices_375()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*)>(DLL2SDK::GameAssemblyBase + 0x4D6B06C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::set_numCapVertices_376(int32_t value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D6B104)(this, value_);
}
float DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::get_minVertexDistance_377()
{
return reinterpret_cast<float(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*)>(DLL2SDK::GameAssemblyBase + 0x4D6B1A4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::set_minVertexDistance_378(float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*, float)>(DLL2SDK::GameAssemblyBase + 0x4D6B23C)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::LineTextureMode DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::get_textureMode_379()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::LineTextureMode(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*)>(DLL2SDK::GameAssemblyBase + 0x4D6B2DC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::set_textureMode_380(DLL2SDK::UnityEngine::UnityEngine::LineTextureMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*, DLL2SDK::UnityEngine::UnityEngine::LineTextureMode)>(DLL2SDK::GameAssemblyBase + 0x4D6B374)(this, value_);
}
DLL2SDK::UnityEngine::UnityEngine::LineAlignment DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::get_alignment_381()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::LineAlignment(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*)>(DLL2SDK::GameAssemblyBase + 0x4D6B414)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::set_alignment_382(DLL2SDK::UnityEngine::UnityEngine::LineAlignment value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*, DLL2SDK::UnityEngine::UnityEngine::LineAlignment)>(DLL2SDK::GameAssemblyBase + 0x4D6B4AC)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::Clear_383()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*)>(DLL2SDK::GameAssemblyBase + 0x4D6B54C)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::get_positionCount_384()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*)>(DLL2SDK::GameAssemblyBase + 0x4D6B5E4)(this);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::get_numPositions_385()
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*)>(DLL2SDK::GameAssemblyBase + 0x4D6B67C)(this);
}
DLL2SDK::UnityEngine::UnityEngine::Vector3 DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::GetPosition_386(int32_t index_)
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Vector3(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4D6B714)(this, index_);
}
void DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::INTERNAL_CALL_GetPosition_387(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer* self_, int32_t index_, DLL2SDK::UnityEngine::UnityEngine::Vector3* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4D6B754)(self_, index_, value_);
}
int32_t DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::GetPositions_388(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>* positions_)
{
return reinterpret_cast<int32_t(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::Vector3>*)>(DLL2SDK::GameAssemblyBase + 0x4D6B7FC)(this, positions_);
}
void DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::ApplyShift_389(DLL2SDK::UnityEngine::UnityEngine::Vector3 position_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*, DLL2SDK::UnityEngine::UnityEngine::Vector3)>(DLL2SDK::GameAssemblyBase + 0x4D6B89C)(this, position_);
}
void DLL2SDK::UnityEngine::UnityEngine::TrailRenderer::INTERNAL_CALL_ApplyShift_390(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer* self_, DLL2SDK::UnityEngine::UnityEngine::Vector3* position_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::TrailRenderer*, DLL2SDK::UnityEngine::UnityEngine::Vector3*)>(DLL2SDK::GameAssemblyBase + 0x4D6B8C0)(self_, position_);
}
bool DLL2SDK::UnityEngine::UnityEngine::RenderSettings::get_fog_193()
{
return reinterpret_cast<bool(*)()>(DLL2SDK::GameAssemblyBase + 0x4E9D9D0)();
}
void DLL2SDK::UnityEngine::UnityEngine::RenderSettings::set_fog_194(bool value_)
{
return reinterpret_cast<void(*)(bool)>(DLL2SDK::GameAssemblyBase + 0x4E9DA60)(value_);
}
DLL2SDK::UnityEngine::UnityEngine::FogMode DLL2SDK::UnityEngine::UnityEngine::RenderSettings::get_fogMode_195()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::FogMode(*)()>(DLL2SDK::GameAssemblyBase + 0x4E9DAF8)();
}
void DLL2SDK::UnityEngine::UnityEngine::RenderSettings::set_fogMode_196(DLL2SDK::UnityEngine::UnityEngine::FogMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::FogMode)>(DLL2SDK::GameAssemblyBase + 0x4E9DB88)(value_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::RenderSettings::get_fogColor_197()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)()>(DLL2SDK::GameAssemblyBase + 0x4E9DC20)();
}
void DLL2SDK::UnityEngine::UnityEngine::RenderSettings::set_fogColor_198(DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4E9DCEC)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderSettings::INTERNAL_get_fogColor_199(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4E9DC54)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderSettings::INTERNAL_set_fogColor_200(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4E9DD14)(value_);
}
float DLL2SDK::UnityEngine::UnityEngine::RenderSettings::get_fogDensity_201()
{
return reinterpret_cast<float(*)()>(DLL2SDK::GameAssemblyBase + 0x4E9DDAC)();
}
void DLL2SDK::UnityEngine::UnityEngine::RenderSettings::set_fogDensity_202(float value_)
{
return reinterpret_cast<void(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4E9DE3C)(value_);
}
float DLL2SDK::UnityEngine::UnityEngine::RenderSettings::get_fogHeightAtten_203()
{
return reinterpret_cast<float(*)()>(DLL2SDK::GameAssemblyBase + 0x4E9DED4)();
}
void DLL2SDK::UnityEngine::UnityEngine::RenderSettings::set_fogHeightAtten_204(float value_)
{
return reinterpret_cast<void(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4E9DF64)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderSettings::set_fogHeightOffset_205(float value_)
{
return reinterpret_cast<void(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4E9DFFC)(value_);
}
float DLL2SDK::UnityEngine::UnityEngine::RenderSettings::get_fogStartDistance_206()
{
return reinterpret_cast<float(*)()>(DLL2SDK::GameAssemblyBase + 0x4E9E094)();
}
void DLL2SDK::UnityEngine::UnityEngine::RenderSettings::set_fogStartDistance_207(float value_)
{
return reinterpret_cast<void(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4E9E124)(value_);
}
float DLL2SDK::UnityEngine::UnityEngine::RenderSettings::get_fogEndDistance_208()
{
return reinterpret_cast<float(*)()>(DLL2SDK::GameAssemblyBase + 0x4E9E1BC)();
}
void DLL2SDK::UnityEngine::UnityEngine::RenderSettings::set_fogEndDistance_209(float value_)
{
return reinterpret_cast<void(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4E9E24C)(value_);
}
DLL2SDK::UnityEngine::UnityEngine::Rendering::AmbientMode DLL2SDK::UnityEngine::UnityEngine::RenderSettings::get_ambientMode_210()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rendering::AmbientMode(*)()>(DLL2SDK::GameAssemblyBase + 0x4E9E2E4)();
}
void DLL2SDK::UnityEngine::UnityEngine::RenderSettings::set_ambientMode_211(DLL2SDK::UnityEngine::UnityEngine::Rendering::AmbientMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::AmbientMode)>(DLL2SDK::GameAssemblyBase + 0x4E9E374)(value_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::RenderSettings::get_ambientSkyColor_212()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)()>(DLL2SDK::GameAssemblyBase + 0x4E9E40C)();
}
void DLL2SDK::UnityEngine::UnityEngine::RenderSettings::set_ambientSkyColor_213(DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4E9E4D8)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderSettings::INTERNAL_get_ambientSkyColor_214(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4E9E440)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderSettings::INTERNAL_set_ambientSkyColor_215(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4E9E500)(value_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::RenderSettings::get_ambientEquatorColor_216()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)()>(DLL2SDK::GameAssemblyBase + 0x4E9E598)();
}
void DLL2SDK::UnityEngine::UnityEngine::RenderSettings::set_ambientEquatorColor_217(DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4E9E664)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderSettings::INTERNAL_get_ambientEquatorColor_218(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4E9E5CC)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderSettings::INTERNAL_set_ambientEquatorColor_219(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4E9E68C)(value_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::RenderSettings::get_ambientGroundColor_220()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)()>(DLL2SDK::GameAssemblyBase + 0x4E9E724)();
}
void DLL2SDK::UnityEngine::UnityEngine::RenderSettings::set_ambientGroundColor_221(DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4E9E7F0)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderSettings::INTERNAL_get_ambientGroundColor_222(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4E9E758)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderSettings::INTERNAL_set_ambientGroundColor_223(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4E9E818)(value_);
}
DLL2SDK::UnityEngine::UnityEngine::Color DLL2SDK::UnityEngine::UnityEngine::RenderSettings::get_ambientLight_224()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Color(*)()>(DLL2SDK::GameAssemblyBase + 0x4E9E8B0)();
}
void DLL2SDK::UnityEngine::UnityEngine::RenderSettings::set_ambientLight_225(DLL2SDK::UnityEngine::UnityEngine::Color value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4E9E97C)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderSettings::INTERNAL_get_ambientLight_226(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4E9E8E4)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderSettings::INTERNAL_set_ambientLight_227(DLL2SDK::UnityEngine::UnityEngine::Color* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Color*)>(DLL2SDK::GameAssemblyBase + 0x4E9E9A4)(value_);
}
float DLL2SDK::UnityEngine::UnityEngine::RenderSettings::get_ambientIntensity_228()
{
return reinterpret_cast<float(*)()>(DLL2SDK::GameAssemblyBase + 0x4E9EA3C)();
}
void DLL2SDK::UnityEngine::UnityEngine::RenderSettings::set_ambientIntensity_229(float value_)
{
return reinterpret_cast<void(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4E9EACC)(value_);
}
DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2 DLL2SDK::UnityEngine::UnityEngine::RenderSettings::get_ambientProbe_230()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2(*)()>(DLL2SDK::GameAssemblyBase + 0x4E9EB64)();
}
void DLL2SDK::UnityEngine::UnityEngine::RenderSettings::set_ambientProbe_231(DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2 value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2)>(DLL2SDK::GameAssemblyBase + 0x4E9EC40)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderSettings::INTERNAL_get_ambientProbe_232(DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2*)>(DLL2SDK::GameAssemblyBase + 0x4E9EBA8)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderSettings::INTERNAL_set_ambientProbe_233(DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::SphericalHarmonicsL2*)>(DLL2SDK::GameAssemblyBase + 0x4E9EC68)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderSettings::set_haloStrength_234(float value_)
{
return reinterpret_cast<void(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4E9ED00)(value_);
}
void DLL2SDK::UnityEngine::UnityEngine::RenderSettings::set_flareStrength_235(float value_)
{
return reinterpret_cast<void(*)(float)>(DLL2SDK::GameAssemblyBase + 0x4E9ED98)(value_);
}
DLL2SDK::UnityEngine::UnityEngine::Material* DLL2SDK::UnityEngine::UnityEngine::RenderSettings::get_skybox_236()
{
return reinterpret_cast<DLL2SDK::UnityEngine::UnityEngine::Material*(*)()>(DLL2SDK::GameAssemblyBase + 0x4E9EE30)();
}
void DLL2SDK::UnityEngine::UnityEngine::RenderSettings::set_skybox_237(DLL2SDK::UnityEngine::UnityEngine::Material* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Material*)>(DLL2SDK::GameAssemblyBase + 0x4E9EEC0)(value_);
}
float DLL2SDK::UnityEngine::UnityEngine::RenderSettings::get_photometryUnitScale_238()
{
return reinterpret_cast<float(*)()>(DLL2SDK::GameAssemblyBase + 0x4E9EF58)();
}
void DLL2SDK::UnityEngine::UnityEngine::Gradient::_ctor_149()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Gradient*)>(DLL2SDK::GameAssemblyBase + 0x4707108)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Gradient::Init_150()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Gradient*)>(DLL2SDK::GameAssemblyBase + 0x4707128)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Gradient::Cleanup_151()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Gradient*)>(DLL2SDK::GameAssemblyBase + 0x47071C0)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Gradient::Finalize_152()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[1];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Gradient*, void*)>(Data.methodPtr)(this, Data.method);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GradientColorKey>* DLL2SDK::UnityEngine::UnityEngine::Gradient::get_colorKeys_153()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GradientColorKey>*(*)(DLL2SDK::UnityEngine::UnityEngine::Gradient*)>(DLL2SDK::GameAssemblyBase + 0x47072BC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Gradient::set_colorKeys_154(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GradientColorKey>* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Gradient*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GradientColorKey>*)>(DLL2SDK::GameAssemblyBase + 0x4707354)(this, value_);
}
DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GradientAlphaKey>* DLL2SDK::UnityEngine::UnityEngine::Gradient::get_alphaKeys_155()
{
return reinterpret_cast<DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GradientAlphaKey>*(*)(DLL2SDK::UnityEngine::UnityEngine::Gradient*)>(DLL2SDK::GameAssemblyBase + 0x47073F4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Gradient::set_mode_156(DLL2SDK::UnityEngine::UnityEngine::GradientMode value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Gradient*, DLL2SDK::UnityEngine::UnityEngine::GradientMode)>(DLL2SDK::GameAssemblyBase + 0x470748C)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Gradient::SetKeys_157(DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GradientColorKey>* colorKeys_, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GradientAlphaKey>* alphaKeys_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Gradient*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GradientColorKey>*, DLL2SDK::Array<DLL2SDK::UnityEngine::UnityEngine::GradientAlphaKey>*)>(DLL2SDK::GameAssemblyBase + 0x470752C)(this, colorKeys_, alphaKeys_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::_ctor_1()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*)>(DLL2SDK::GameAssemblyBase + 0x4E9A910)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::Finalize_2()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[1];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::Dispose_3()
{
const VirtualInvokeData& Data = this->ClassPtr->VTable[4];
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, void*)>(Data.methodPtr)(this, Data.method);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::Dispose_4(bool disposing_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, bool)>(DLL2SDK::GameAssemblyBase + 0x4E9AAA4)(this, disposing_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::InitBuffer_5(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer* buf_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*)>(DLL2SDK::GameAssemblyBase + 0x4E9A9A4)(buf_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::ReleaseBuffer_6()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*)>(DLL2SDK::GameAssemblyBase + 0x4E9AB5C)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::SetComputeVectorParam_7(DLL2SDK::UnityEngine::UnityEngine::ComputeShader* computeShader_, DLL2SDK::mscorlib::System::String* name_, DLL2SDK::UnityEngine::UnityEngine::Vector4 val_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::UnityEngine::UnityEngine::ComputeShader*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::Vector4)>(DLL2SDK::GameAssemblyBase + 0x4E9ABF4)(this, computeShader_, name_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::INTERNAL_CALL_SetComputeVectorParam_8(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer* self_, DLL2SDK::UnityEngine::UnityEngine::ComputeShader* computeShader_, DLL2SDK::mscorlib::System::String* name_, DLL2SDK::UnityEngine::UnityEngine::Vector4* val_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::UnityEngine::UnityEngine::ComputeShader*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::Vector4*)>(DLL2SDK::GameAssemblyBase + 0x4E9AC40)(self_, computeShader_, name_, val_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::SetComputeTextureParam_9(DLL2SDK::UnityEngine::UnityEngine::ComputeShader* computeShader_, int32_t kernelIndex_, DLL2SDK::mscorlib::System::String* name_, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier rt_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::UnityEngine::UnityEngine::ComputeShader*, int32_t, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier)>(DLL2SDK::GameAssemblyBase + 0x4E9ACF0)(this, computeShader_, kernelIndex_, name_, rt_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::Internal_SetComputeTextureParam_10(DLL2SDK::UnityEngine::UnityEngine::ComputeShader* computeShader_, int32_t kernelIndex_, DLL2SDK::mscorlib::System::String* name_, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier* rt_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::UnityEngine::UnityEngine::ComputeShader*, int32_t, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier*)>(DLL2SDK::GameAssemblyBase + 0x4E9AD28)(this, computeShader_, kernelIndex_, name_, rt_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::DispatchCompute_11(DLL2SDK::UnityEngine::UnityEngine::ComputeShader* computeShader_, int32_t kernelIndex_, int32_t threadGroupsX_, int32_t threadGroupsY_, int32_t threadGroupsZ_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::UnityEngine::UnityEngine::ComputeShader*, int32_t, int32_t, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E9ADD8)(this, computeShader_, kernelIndex_, threadGroupsX_, threadGroupsY_, threadGroupsZ_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::Internal_DispatchCompute_12(DLL2SDK::UnityEngine::UnityEngine::ComputeShader* computeShader_, int32_t kernelIndex_, int32_t threadGroupsX_, int32_t threadGroupsY_, int32_t threadGroupsZ_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::UnityEngine::UnityEngine::ComputeShader*, int32_t, int32_t, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E9ADFC)(this, computeShader_, kernelIndex_, threadGroupsX_, threadGroupsY_, threadGroupsZ_);
}
DLL2SDK::mscorlib::System::String* DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::get_name_13()
{
return reinterpret_cast<DLL2SDK::mscorlib::System::String*(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*)>(DLL2SDK::GameAssemblyBase + 0x4E9AEAC)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::set_name_14(DLL2SDK::mscorlib::System::String* value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4E9AF44)(this, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::Clear_15()
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*)>(DLL2SDK::GameAssemblyBase + 0x4E9AFE4)(this);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::DrawMesh_16(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 matrix_, DLL2SDK::UnityEngine::UnityEngine::Material* material_, int32_t submeshIndex_, int32_t shaderPass_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4, DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E9B07C)(this, mesh_, matrix_, material_, submeshIndex_, shaderPass_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::DrawMesh_17(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 matrix_, DLL2SDK::UnityEngine::UnityEngine::Material* material_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4, DLL2SDK::UnityEngine::UnityEngine::Material*)>(DLL2SDK::GameAssemblyBase + 0x4E9B4BC)(this, mesh_, matrix_, material_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::DrawMesh_18(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 matrix_, DLL2SDK::UnityEngine::UnityEngine::Material* material_, int32_t submeshIndex_, int32_t shaderPass_, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock* properties_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4, DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, int32_t, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*)>(DLL2SDK::GameAssemblyBase + 0x4E9B114)(this, mesh_, matrix_, material_, submeshIndex_, shaderPass_, properties_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::Internal_DrawMesh_19(DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4 matrix_, DLL2SDK::UnityEngine::UnityEngine::Material* material_, int32_t submeshIndex_, int32_t shaderPass_, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock* properties_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4, DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, int32_t, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*)>(DLL2SDK::GameAssemblyBase + 0x4E9B54C)(this, mesh_, matrix_, material_, submeshIndex_, shaderPass_, properties_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::INTERNAL_CALL_Internal_DrawMesh_20(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer* self_, DLL2SDK::UnityEngine::UnityEngine::Mesh* mesh_, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4* matrix_, DLL2SDK::UnityEngine::UnityEngine::Material* material_, int32_t submeshIndex_, int32_t shaderPass_, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock* properties_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::UnityEngine::UnityEngine::Mesh*, DLL2SDK::UnityEngine::UnityEngine::Matrix4x4*, DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, int32_t, DLL2SDK::UnityEngine::UnityEngine::MaterialPropertyBlock*)>(DLL2SDK::GameAssemblyBase + 0x4E9B5F8)(self_, mesh_, matrix_, material_, submeshIndex_, shaderPass_, properties_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::DrawRenderer_21(DLL2SDK::UnityEngine::UnityEngine::Renderer* renderer_, DLL2SDK::UnityEngine::UnityEngine::Material* material_, int32_t submeshIndex_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::UnityEngine::UnityEngine::Renderer*, DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E9B6C8)(this, renderer_, material_, submeshIndex_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::DrawRenderer_22(DLL2SDK::UnityEngine::UnityEngine::Renderer* renderer_, DLL2SDK::UnityEngine::UnityEngine::Material* material_, int32_t submeshIndex_, int32_t shaderPass_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::UnityEngine::UnityEngine::Renderer*, DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E9B6E8)(this, renderer_, material_, submeshIndex_, shaderPass_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::Internal_DrawRenderer_23(DLL2SDK::UnityEngine::UnityEngine::Renderer* renderer_, DLL2SDK::UnityEngine::UnityEngine::Material* material_, int32_t submeshIndex_, int32_t shaderPass_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::UnityEngine::UnityEngine::Renderer*, DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E9B9B0)(this, renderer_, material_, submeshIndex_, shaderPass_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::SetRenderTarget_24(DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier rt_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier)>(DLL2SDK::GameAssemblyBase + 0x4E9BA60)(this, rt_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::SetRenderTarget_25(DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier color_, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier depth_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier)>(DLL2SDK::GameAssemblyBase + 0x4E9BB44)(this, color_, depth_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::SetRenderTarget_Single_26(DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier* rt_, int32_t mipLevel_, DLL2SDK::UnityEngine::UnityEngine::CubemapFace cubemapFace_, int32_t depthSlice_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier*, int32_t, DLL2SDK::UnityEngine::UnityEngine::CubemapFace, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E9BA94)(this, rt_, mipLevel_, cubemapFace_, depthSlice_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::SetRenderTarget_ColDepth_27(DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier* color_, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier* depth_, int32_t mipLevel_, DLL2SDK::UnityEngine::UnityEngine::CubemapFace cubemapFace_, int32_t depthSlice_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier*, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier*, int32_t, DLL2SDK::UnityEngine::UnityEngine::CubemapFace, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E9BB90)(this, color_, depth_, mipLevel_, cubemapFace_, depthSlice_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::CopyTexture_28(DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier src_, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier dst_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier)>(DLL2SDK::GameAssemblyBase + 0x4E9BC40)(this, src_, dst_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::CopyTexture_Internal_29(DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier* src_, int32_t srcElement_, int32_t srcMip_, int32_t srcX_, int32_t srcY_, int32_t srcWidth_, int32_t srcHeight_, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier* dst_, int32_t dstElement_, int32_t dstMip_, int32_t dstX_, int32_t dstY_, int32_t mode_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier*, int32_t, int32_t, int32_t, int32_t, int32_t, int32_t, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier*, int32_t, int32_t, int32_t, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E9BCB0)(this, src_, srcElement_, srcMip_, srcX_, srcY_, srcWidth_, srcHeight_, dst_, dstElement_, dstMip_, dstX_, dstY_, mode_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::Blit_30(DLL2SDK::UnityEngine::UnityEngine::Texture* source_, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier dest_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::UnityEngine::UnityEngine::Texture*, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier)>(DLL2SDK::GameAssemblyBase + 0x4E9BD60)(this, source_, dest_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::Blit_31(DLL2SDK::UnityEngine::UnityEngine::Texture* source_, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier dest_, DLL2SDK::UnityEngine::UnityEngine::Material* mat_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::UnityEngine::UnityEngine::Texture*, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier, DLL2SDK::UnityEngine::UnityEngine::Material*)>(DLL2SDK::GameAssemblyBase + 0x4E9BE44)(this, source_, dest_, mat_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::Blit_32(DLL2SDK::UnityEngine::UnityEngine::Texture* source_, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier dest_, DLL2SDK::UnityEngine::UnityEngine::Material* mat_, int32_t pass_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::UnityEngine::UnityEngine::Texture*, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier, DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E9BE80)(this, source_, dest_, mat_, pass_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::Blit_Texture_33(DLL2SDK::UnityEngine::UnityEngine::Texture* source_, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier* dest_, DLL2SDK::UnityEngine::UnityEngine::Material* mat_, int32_t pass_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::UnityEngine::UnityEngine::Texture*, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier*, DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E9BD94)(this, source_, dest_, mat_, pass_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::Blit_34(DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier source_, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier dest_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier)>(DLL2SDK::GameAssemblyBase + 0x4E9BEB8)(this, source_, dest_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::Blit_35(DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier source_, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier dest_, DLL2SDK::UnityEngine::UnityEngine::Material* mat_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier, DLL2SDK::UnityEngine::UnityEngine::Material*)>(DLL2SDK::GameAssemblyBase + 0x4E9BFAC)(this, source_, dest_, mat_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::Blit_36(DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier source_, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier dest_, DLL2SDK::UnityEngine::UnityEngine::Material* mat_, int32_t pass_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier, DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E9BFFC)(this, source_, dest_, mat_, pass_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::Blit_Identifier_37(DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier* source_, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier* dest_, DLL2SDK::UnityEngine::UnityEngine::Material* mat_, int32_t pass_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier*, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier*, DLL2SDK::UnityEngine::UnityEngine::Material*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E9BEFC)(this, source_, dest_, mat_, pass_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::GetTemporaryRT_38(int32_t nameID_, int32_t width_, int32_t height_, int32_t depthBuffer_, DLL2SDK::UnityEngine::UnityEngine::FilterMode filter_, DLL2SDK::UnityEngine::UnityEngine::RenderTextureFormat format_, DLL2SDK::UnityEngine::UnityEngine::RenderTextureReadWrite readWrite_, int32_t antiAliasing_, bool enableRandomWrite_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, int32_t, int32_t, int32_t, int32_t, DLL2SDK::UnityEngine::UnityEngine::FilterMode, DLL2SDK::UnityEngine::UnityEngine::RenderTextureFormat, DLL2SDK::UnityEngine::UnityEngine::RenderTextureReadWrite, int32_t, bool)>(DLL2SDK::GameAssemblyBase + 0x4E9C050)(this, nameID_, width_, height_, depthBuffer_, filter_, format_, readWrite_, antiAliasing_, enableRandomWrite_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::GetTemporaryRT_39(int32_t nameID_, int32_t width_, int32_t height_, int32_t depthBuffer_, DLL2SDK::UnityEngine::UnityEngine::FilterMode filter_, DLL2SDK::UnityEngine::UnityEngine::RenderTextureFormat format_, DLL2SDK::UnityEngine::UnityEngine::RenderTextureReadWrite readWrite_, int32_t antiAliasing_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, int32_t, int32_t, int32_t, int32_t, DLL2SDK::UnityEngine::UnityEngine::FilterMode, DLL2SDK::UnityEngine::UnityEngine::RenderTextureFormat, DLL2SDK::UnityEngine::UnityEngine::RenderTextureReadWrite, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E9C14C)(this, nameID_, width_, height_, depthBuffer_, filter_, format_, readWrite_, antiAliasing_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::GetTemporaryRT_40(int32_t nameID_, int32_t width_, int32_t height_, int32_t depthBuffer_, DLL2SDK::UnityEngine::UnityEngine::FilterMode filter_, DLL2SDK::UnityEngine::UnityEngine::RenderTextureFormat format_, DLL2SDK::UnityEngine::UnityEngine::RenderTextureReadWrite readWrite_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, int32_t, int32_t, int32_t, int32_t, DLL2SDK::UnityEngine::UnityEngine::FilterMode, DLL2SDK::UnityEngine::UnityEngine::RenderTextureFormat, DLL2SDK::UnityEngine::UnityEngine::RenderTextureReadWrite)>(DLL2SDK::GameAssemblyBase + 0x4E9C190)(this, nameID_, width_, height_, depthBuffer_, filter_, format_, readWrite_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::GetTemporaryRT_41(int32_t nameID_, int32_t width_, int32_t height_, int32_t depthBuffer_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, int32_t, int32_t, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E9C1D8)(this, nameID_, width_, height_, depthBuffer_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::GetTemporaryRT_42(int32_t nameID_, int32_t width_, int32_t height_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, int32_t, int32_t, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E9C214)(this, nameID_, width_, height_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::ReleaseTemporaryRT_43(int32_t nameID_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, int32_t)>(DLL2SDK::GameAssemblyBase + 0x4E9C250)(this, nameID_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::ClearRenderTarget_44(bool clearDepth_, bool clearColor_, DLL2SDK::UnityEngine::UnityEngine::Color backgroundColor_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, bool, bool, DLL2SDK::UnityEngine::UnityEngine::Color)>(DLL2SDK::GameAssemblyBase + 0x4E9C2F0)(this, clearDepth_, clearColor_, backgroundColor_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::INTERNAL_CALL_ClearRenderTarget_45(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer* self_, bool clearDepth_, bool clearColor_, DLL2SDK::UnityEngine::UnityEngine::Color* backgroundColor_, float depth_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, bool, bool, DLL2SDK::UnityEngine::UnityEngine::Color*, float)>(DLL2SDK::GameAssemblyBase + 0x4E9C344)(self_, clearDepth_, clearColor_, backgroundColor_, depth_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::SetGlobalFloat_46(int32_t nameID_, float value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, int32_t, float)>(DLL2SDK::GameAssemblyBase + 0x4E9C40C)(this, nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::SetGlobalTexture_47(DLL2SDK::mscorlib::System::String* name_, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::mscorlib::System::String*, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier)>(DLL2SDK::GameAssemblyBase + 0x4E9C4B4)(this, name_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::SetGlobalTexture_48(int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier value_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier)>(DLL2SDK::GameAssemblyBase + 0x4E9C590)(this, nameID_, value_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::SetGlobalTexture_Impl_49(int32_t nameID_, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier* rt_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, int32_t, DLL2SDK::UnityEngine::UnityEngine::Rendering::RenderTargetIdentifier*)>(DLL2SDK::GameAssemblyBase + 0x4E9C5B4)(this, nameID_, rt_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::BeginSample_50(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4E9C65C)(this, name_);
}
void DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer::EndSample_51(DLL2SDK::mscorlib::System::String* name_)
{
return reinterpret_cast<void(*)(DLL2SDK::UnityEngine::UnityEngine::Rendering::CommandBuffer*, DLL2SDK::mscorlib::System::String*)>(DLL2SDK::GameAssemblyBase + 0x4E9C6FC)(this, name_);
}