

GrantItem (ItemClass=/Game/Blueprints/Inventory/Items/Weapons/WEAPON_PoolCue.WEAPON_PoolCue_C,Count=1) 0 (Not really a weapon.)

GrantItem (ItemClass=/Game/Blueprints/Inventory/Items/Weapons/WEAPON_MonkeyWrench.WEAPON_MonkeyWrench_C,Count=1) 0 GrantItem (ItemClass=/Game/Blueprints/Inventory/Items/Weapons/WEAPON_MiniPistol.WEAPON_MiniPistol_C,Count=1) 0 GrantItem (ItemClass=/Game/Blueprints/Inventory/Items/Weapons/WEAPON_MagPulse.WEAPON_MagPulse_C,Count=1) 0 GrantItem (ItemClass=/Game/Blueprints/Inventory/Items/Weapons/WEAPON_MagnumPistol.WEAPON_MagnumPistol_C,Count=1) 0 GrantItem (ItemClass=/Game/Blueprints/Inventory/Items/Weapons/WEAPON_LeadPipe.WEAPON_LeadPipe_C,Count=1) 0 GrantItem (ItemClass=/Game/Blueprints/Inventory/Items/Weapons/WEAPON_LaserRapier.WEAPON_LaserRapier_C,Count=1) 0 GrantItem (ItemClass=/Game/Blueprints/Inventory/Items/Weapons/WEAPON_IonPulseRifle.WEAPON_IonPulseRifle_C,Count=1) 0 GrantItem (ItemClass=/Game/Blueprints/Inventory/Items/Weapons/WEAPON_GrenadeLauncher.WEAPON_GrenadeLauncher_C,Count=1) 0 You have to put it in storage to get rid of it.) GrantItem (ItemClass=/Game/Blueprints/Inventory/Items/Weapons/WEAPON_Cybergun.WEAPON_Cybergun_C,Count=1) 0 (Useable, but you can't drop it. Sounds complicated, but it really isn't.Ĭode: Select all GrantItem (ItemClass=/Game/Blueprints/Inventory/Items/Weapons/WEAPON_AssaultRifle.WEAPON_AssaultRifle_C,Count=1) 0 So it is in that array at some offset you have to iterate to by means of checking FNames or BP classes to determine whose instance is the one you're looking at.

And the order isn't the same as the one for the default Hacker Player.Īnd yes, the Connection is an Attrib whose instance pointer would hold 100.0f at 0xD8. Once you enter Cyberspace, the Pawn changes, is reinitialized and a new set of Attribs instanciated. Similarly, you get the MaxValue at 0xD8 of MaxAttribInstance. At 0圎8, I think, is the pointer to MaxValue instance. AttribInstance contains at 0xD8 the Value. That 0x38 offset is the offset to the first element, then each 8*3*i bytes a new Attrib block starts (i=0,1,2.). Each array has 3 elements: AttribValue, AtrribInstance and a delimiter (FFFFFFFF or 7FFFFFFF) that's checked to know iterator should move to next block. Up until offset 0x180 it points to a pointer to a table of Attrib arrays.
