/* *****************************************************************************
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**         E,   ,,j                                              ,    ,#        
**                                                                              
** *****************************************************************************
**                     Presenting for your gaming pleasure:                     
** Unreal native C++ headers for the Engine package of UT3334.
**                       © 2005 Temp2 temp1290@hotmail.com                       
** *****************************************************************************
*/

#if _MSC_VER
#pragma pack (push,4)
#endif

#ifndef NAMES_ONLY
#define AUTOGENERATE_NAME(name) extern DLL_IMPORT FName ENGINE_##name;
#define AUTOGENERATE_FUNCTION(cls,idx,name)
#endif

AUTOGENERATE_NAME(AIHearSound)
AUTOGENERATE_NAME(Accept)
AUTOGENERATE_NAME(AcceptInventory)
AUTOGENERATE_NAME(AcceptPlayInfoProperty)
AUTOGENERATE_NAME(AcceptVoice)
AUTOGENERATE_NAME(ActorEntered)
AUTOGENERATE_NAME(ActorEnteredVolume)
AUTOGENERATE_NAME(ActorLeaving)
AUTOGENERATE_NAME(ActorLeavingVolume)
AUTOGENERATE_NAME(AddCameraEffect)
AUTOGENERATE_NAME(AddInteraction)
AUTOGENERATE_NAME(AllowClassRemoval)
AUTOGENERATE_NAME(AllowDetourTo)
AUTOGENERATE_NAME(AnimEnd)
AUTOGENERATE_NAME(AnnouncementPlayed)
AUTOGENERATE_NAME(Attach)
AUTOGENERATE_NAME(AutoLoadMenus)
AUTOGENERATE_NAME(BaseChange)
AUTOGENERATE_NAME(BeginEvent)
AUTOGENERATE_NAME(BeginPlay)
AUTOGENERATE_NAME(BreathTimer)
AUTOGENERATE_NAME(Broadcast)
AUTOGENERATE_NAME(BroadcastLocalized)
AUTOGENERATE_NAME(BroadcastLocalizedMessage)
AUTOGENERATE_NAME(Bump)
AUTOGENERATE_NAME(ChangeAnimation)
AUTOGENERATE_NAME(ChatRoomMessage)
AUTOGENERATE_NAME(ClientCloseMenu)
AUTOGENERATE_NAME(ClientHearSound)
AUTOGENERATE_NAME(ClientMessage)
AUTOGENERATE_NAME(ClientNameChange)
AUTOGENERATE_NAME(ClientNetworkMessage)
AUTOGENERATE_NAME(ClientOpenMenu)
AUTOGENERATE_NAME(ClientReplaceMenu)
AUTOGENERATE_NAME(ClientReset)
AUTOGENERATE_NAME(ClientSetViewTarget)
AUTOGENERATE_NAME(ClientStartFire)
AUTOGENERATE_NAME(ClientStopFire)
AUTOGENERATE_NAME(ClientTravel)
AUTOGENERATE_NAME(ClientTrigger)
AUTOGENERATE_NAME(ClientValidate)
AUTOGENERATE_NAME(CloseAll)
AUTOGENERATE_NAME(CloseMenu)
AUTOGENERATE_NAME(CollisionSound)
AUTOGENERATE_NAME(ConnectFailure)
AUTOGENERATE_NAME(ConvertToFileExtension)
AUTOGENERATE_NAME(ConvertToFileType)
AUTOGENERATE_NAME(DelayedWarning)
AUTOGENERATE_NAME(DemoPlaySound)
AUTOGENERATE_NAME(Desireability)
AUTOGENERATE_NAME(Destroyed)
AUTOGENERATE_NAME(Detach)
AUTOGENERATE_NAME(DetailChange)
AUTOGENERATE_NAME(DetourWeight)
AUTOGENERATE_NAME(DrawVignette)
AUTOGENERATE_NAME(DrivingStatusChanged)
AUTOGENERATE_NAME(EncroachedBy)
AUTOGENERATE_NAME(EncroachingOn)
AUTOGENERATE_NAME(EndCrouch)
AUTOGENERATE_NAME(EndEvent)
AUTOGENERATE_NAME(EndedRotation)
AUTOGENERATE_NAME(EnemyNotVisible)
AUTOGENERATE_NAME(Falling)
AUTOGENERATE_NAME(FellOutOfWorld)
AUTOGENERATE_NAME(FillPrecacheMaterialsArray)
AUTOGENERATE_NAME(FillPrecacheStaticMeshesArray)
AUTOGENERATE_NAME(FinishedInterpolation)
AUTOGENERATE_NAME(ForceGenerate)
AUTOGENERATE_NAME(GainedChild)
AUTOGENERATE_NAME(GameEnding)
AUTOGENERATE_NAME(Generate)
AUTOGENERATE_NAME(GetBeaconText)
AUTOGENERATE_NAME(GetChannelCount)
AUTOGENERATE_NAME(GetChannelIndex)
AUTOGENERATE_NAME(GetDescriptionText)
AUTOGENERATE_NAME(GetNameCallSign)
AUTOGENERATE_NAME(GetPathRoot)
AUTOGENERATE_NAME(GetSecurityLevel)
AUTOGENERATE_NAME(HasExtension)
AUTOGENERATE_NAME(HeadVolumeChange)
AUTOGENERATE_NAME(HearNoise)
AUTOGENERATE_NAME(HitWall)
AUTOGENERATE_NAME(Init)
AUTOGENERATE_NAME(InitGame)
AUTOGENERATE_NAME(InitInputSystem)
AUTOGENERATE_NAME(InitializeController)
AUTOGENERATE_NAME(Initialized)
AUTOGENERATE_NAME(IsMember)
AUTOGENERATE_NAME(IsVehicleEmpty)
AUTOGENERATE_NAME(KApplyForce)
AUTOGENERATE_NAME(KDriverLeave)
AUTOGENERATE_NAME(KForceExceed)
AUTOGENERATE_NAME(KImpact)
AUTOGENERATE_NAME(KSkelConvulse)
AUTOGENERATE_NAME(KUpdateState)
AUTOGENERATE_NAME(KVehicleUpdateParams)
AUTOGENERATE_NAME(KVelDropBelow)
AUTOGENERATE_NAME(KeyFrameReached)
AUTOGENERATE_NAME(KickIdler)
AUTOGENERATE_NAME(KickWarning)
AUTOGENERATE_NAME(KilledBy)
AUTOGENERATE_NAME(LIPSincAnimEnd)
AUTOGENERATE_NAME(Landed)
AUTOGENERATE_NAME(LockOnWarning)
AUTOGENERATE_NAME(Login)
AUTOGENERATE_NAME(LongFall)
AUTOGENERATE_NAME(LostChild)
AUTOGENERATE_NAME(MayDodgeToMoveTarget)
AUTOGENERATE_NAME(MayFall)
AUTOGENERATE_NAME(MissedDodge)
AUTOGENERATE_NAME(ModeDoFire)
AUTOGENERATE_NAME(ModeHoldFire)
AUTOGENERATE_NAME(ModeTick)
AUTOGENERATE_NAME(ModifyVelocity)
AUTOGENERATE_NAME(MonitoredPawnAlert)
AUTOGENERATE_NAME(NativeConsoleOpen)
AUTOGENERATE_NAME(NeedsFlip)
AUTOGENERATE_NAME(NeedsMenuResolution)
AUTOGENERATE_NAME(NoTranslocatorKeyPressed)
AUTOGENERATE_NAME(NotReachableBy)
AUTOGENERATE_NAME(Notify)
AUTOGENERATE_NAME(NotifyBump)
AUTOGENERATE_NAME(NotifyEnemyLockedOn)
AUTOGENERATE_NAME(NotifyEnemyLostLock)
AUTOGENERATE_NAME(NotifyFallingHitWall)
AUTOGENERATE_NAME(NotifyHeadVolumeChange)
AUTOGENERATE_NAME(NotifyHitMover)
AUTOGENERATE_NAME(NotifyHitWall)
AUTOGENERATE_NAME(NotifyJumpApex)
AUTOGENERATE_NAME(NotifyLanded)
AUTOGENERATE_NAME(NotifyLevelChange)
AUTOGENERATE_NAME(NotifyMissedJump)
AUTOGENERATE_NAME(NotifyMusicChange)
AUTOGENERATE_NAME(NotifyPhysicsVolumeChange)
AUTOGENERATE_NAME(NotifyPostLanded)
AUTOGENERATE_NAME(OnAdjustVolume)
AUTOGENERATE_NAME(OnAdminReply)
AUTOGENERATE_NAME(OnBuildMOTD)
AUTOGENERATE_NAME(OnPostRender)
AUTOGENERATE_NAME(OnRefresh)
AUTOGENERATE_NAME(OnStreamChanged)
AUTOGENERATE_NAME(OnStreamingStopped)
AUTOGENERATE_NAME(OpenMenu)
AUTOGENERATE_NAME(OverrideDownload)
AUTOGENERATE_NAME(ParseDirectories)
AUTOGENERATE_NAME(ParseExtension)
AUTOGENERATE_NAME(ParsePath)
AUTOGENERATE_NAME(PawnEnteredVolume)
AUTOGENERATE_NAME(PawnLeavingVolume)
AUTOGENERATE_NAME(PhysicsChangedFor)
AUTOGENERATE_NAME(PhysicsVolumeChange)
AUTOGENERATE_NAME(PlayDying)
AUTOGENERATE_NAME(PlayFalling)
AUTOGENERATE_NAME(PlayJump)
AUTOGENERATE_NAME(PlayLandingAnimation)
AUTOGENERATE_NAME(PlayerCalcView)
AUTOGENERATE_NAME(PlayerInput)
AUTOGENERATE_NAME(PlayerSeesMe)
AUTOGENERATE_NAME(PlayerTick)
AUTOGENERATE_NAME(PostBeginPlay)
AUTOGENERATE_NAME(PostLoadSavedGame)
AUTOGENERATE_NAME(PostLogin)
AUTOGENERATE_NAME(PostNetBeginPlay)
AUTOGENERATE_NAME(PostNetReceive)
AUTOGENERATE_NAME(PostRender)
AUTOGENERATE_NAME(PostRender2D)
AUTOGENERATE_NAME(PostTeleport)
AUTOGENERATE_NAME(PostTouch)
AUTOGENERATE_NAME(PreBeginPlay)
AUTOGENERATE_NAME(PreClientTravel)
AUTOGENERATE_NAME(PreLogin)
AUTOGENERATE_NAME(PreSaveGame)
AUTOGENERATE_NAME(PreSpawned)
AUTOGENERATE_NAME(PreTeleport)
AUTOGENERATE_NAME(PrepareForMove)
AUTOGENERATE_NAME(Process_KeyEvent)
AUTOGENERATE_NAME(Process_KeyType)
AUTOGENERATE_NAME(Process_Message)
AUTOGENERATE_NAME(Process_PostRender)
AUTOGENERATE_NAME(Process_PreRender)
AUTOGENERATE_NAME(Process_Tick)
AUTOGENERATE_NAME(ProgressCommand)
AUTOGENERATE_NAME(RanInto)
AUTOGENERATE_NAME(ReceiveLocalizedMessage)
AUTOGENERATE_NAME(ReceiveWarning)
AUTOGENERATE_NAME(RecoverFromBadStateCode)
AUTOGENERATE_NAME(RemoveCameraEffect)
AUTOGENERATE_NAME(RemoveInteraction)
AUTOGENERATE_NAME(RenderTexture)
AUTOGENERATE_NAME(ReplaceMenu)
AUTOGENERATE_NAME(SVehicleUpdateParams)
AUTOGENERATE_NAME(SceneAbort)
AUTOGENERATE_NAME(SceneEnded)
AUTOGENERATE_NAME(SceneStarted)
AUTOGENERATE_NAME(SeeMonster)
AUTOGENERATE_NAME(SeePlayer)
AUTOGENERATE_NAME(SendClientAdjustment)
AUTOGENERATE_NAME(ServerCallback)
AUTOGENERATE_NAME(ServerStartFire)
AUTOGENERATE_NAME(ServerTravel)
AUTOGENERATE_NAME(ServerValidationResponse)
AUTOGENERATE_NAME(SetAmbientShake)
AUTOGENERATE_NAME(SetAnimAction)
AUTOGENERATE_NAME(SetFocusTo)
AUTOGENERATE_NAME(SetGrammar)
AUTOGENERATE_NAME(SetHandle)
AUTOGENERATE_NAME(SetHeadScale)
AUTOGENERATE_NAME(SetInitialState)
AUTOGENERATE_NAME(SetProgressMessage)
AUTOGENERATE_NAME(SetProgressTime)
AUTOGENERATE_NAME(SetRequiredGameResolution)
AUTOGENERATE_NAME(SetWalking)
AUTOGENERATE_NAME(SetWheelsScale)
AUTOGENERATE_NAME(SetupSpecialPathAbilities)
AUTOGENERATE_NAME(ShakeViewEvent)
AUTOGENERATE_NAME(SoakStop)
AUTOGENERATE_NAME(SpawnParticle)
AUTOGENERATE_NAME(SpecialCost)
AUTOGENERATE_NAME(SpecialHandling)
AUTOGENERATE_NAME(Stalled)
AUTOGENERATE_NAME(StartClientDemoRec)
AUTOGENERATE_NAME(StartCrouch)
AUTOGENERATE_NAME(StartDriving)
AUTOGENERATE_NAME(StopDriving)
AUTOGENERATE_NAME(StopFire)
AUTOGENERATE_NAME(StopPlayFiring)
AUTOGENERATE_NAME(StreamFinished)
AUTOGENERATE_NAME(SuggestMovePreparation)
AUTOGENERATE_NAME(SuperDesireability)
AUTOGENERATE_NAME(TakeDamage)
AUTOGENERATE_NAME(TakeWaterDamage)
AUTOGENERATE_NAME(TeamChanged)
AUTOGENERATE_NAME(TeamMessage)
AUTOGENERATE_NAME(ThirdPersonEffects)
AUTOGENERATE_NAME(Tick)
AUTOGENERATE_NAME(Timer)
AUTOGENERATE_NAME(TornOff)
AUTOGENERATE_NAME(Touch)
AUTOGENERATE_NAME(TravelPostAccept)
AUTOGENERATE_NAME(TravelPreAccept)
AUTOGENERATE_NAME(Trigger)
AUTOGENERATE_NAME(TriggerEvent)
AUTOGENERATE_NAME(UnPressButtons)
AUTOGENERATE_NAME(UnStalled)
AUTOGENERATE_NAME(UnTouch)
AUTOGENERATE_NAME(UnTrigger)
AUTOGENERATE_NAME(UpdateCharacter)
AUTOGENERATE_NAME(UpdateEyeHeight)
AUTOGENERATE_NAME(UpdateTiltForceFeedback)
AUTOGENERATE_NAME(UpdateVehicle)
AUTOGENERATE_NAME(UsedBy)
AUTOGENERATE_NAME(VehicleDestroyed)
AUTOGENERATE_NAME(VehicleLocked)
AUTOGENERATE_NAME(VehiclePossessed)
AUTOGENERATE_NAME(VehicleStateReceived)
AUTOGENERATE_NAME(VehicleUnPossessed)
AUTOGENERATE_NAME(VerifyLock)
AUTOGENERATE_NAME(ViewportInitialized)
AUTOGENERATE_NAME(VoiceCommand)
AUTOGENERATE_NAME(WeaponTick)
AUTOGENERATE_NAME(WorldSpaceOverlays)
AUTOGENERATE_NAME(ZoneChange)

enum EPhysics{
	 PHYS_None=0
	,PHYS_Walking=1
	,PHYS_Falling=2
	,PHYS_Swimming=3
	,PHYS_Flying=4
	,PHYS_Rotating=5
	,PHYS_Projectile=6
	,PHYS_Interpolating=7
	,PHYS_MovingBrush=8
	,PHYS_Spider=9
	,PHYS_Trailer=10
	,PHYS_Ladder=11
	,PHYS_RootMotion=12
	,PHYS_Karma=13
	,PHYS_KarmaRagDoll=14
	,PHYS_Hovering=15
	,PHYS_CinMotion=16
};
enum ERenderStyle{
	 STY_None=0
	,STY_Normal=1
	,STY_Masked=2
	,STY_Translucent=3
	,STY_Modulated=4
	,STY_Alpha=5
	,STY_Additive=6
	,STY_Subtractive=7
	,STY_Particle=8
	,STY_AlphaZ=9
};
enum EDrawType{
	 DT_None=0
	,DT_Sprite=1
	,DT_Mesh=2
	,DT_Brush=3
	,DT_RopeSprite=4
	,DT_VerticalSprite=5
	,DT_Terraform=6
	,DT_SpriteAnimOnce=7
	,DT_StaticMesh=8
	,DT_DrawType=9
	,DT_Particle=10
	,DT_AntiPortal=11
	,DT_FluidSurface=12
};
enum EFlagState{
	 FLAG_Home=0
	,FLAG_HeldFriendly=1
	,FLAG_HeldEnemy=2
	,FLAG_Down=3
};
enum EDoubleClickDir{
	 DCLICK_None=0
	,DCLICK_Left=1
	,DCLICK_Right=2
	,DCLICK_Forward=3
	,DCLICK_Back=4
	,DCLICK_Active=5
	,DCLICK_Done=6
};
enum ETravelType{
	 TRAVEL_Absolute=0
	,TRAVEL_Partial=1
	,TRAVEL_Relative=2
};
enum EForceType{
	 FT_None=0
	,FT_DragAlong=1
	,FT_Constant=2
};
enum EMusicTransition{
	 MTRAN_None=0
	,MTRAN_Instant=1
	,MTRAN_Segue=2
	,MTRAN_Fade=3
	,MTRAN_FastFade=4
	,MTRAN_SlowFade=5
};
enum ESoundOcclusion{
	 OCCLUSION_Default=0
	,OCCLUSION_None=1
	,OCCLUSION_BSP=2
	,OCCLUSION_StaticMeshes=3
};
enum ESurfaceTypes{
	 EST_Default=0
	,EST_Rock=1
	,EST_Dirt=2
	,EST_Metal=3
	,EST_Wood=4
	,EST_Plant=5
	,EST_Flesh=6
	,EST_Ice=7
	,EST_Snow=8
	,EST_Water=9
	,EST_Glass=10
	,EST_Custom00=11
	,EST_Custom01=12
	,EST_Custom02=13
	,EST_Custom03=14
	,EST_Custom04=15
	,EST_Custom05=16
	,EST_Custom06=17
	,EST_Custom07=18
	,EST_Custom08=19
	,EST_Custom09=20
	,EST_Custom10=21
	,EST_Custom11=22
	,EST_Custom12=23
	,EST_Custom13=24
	,EST_Custom14=25
	,EST_Custom15=26
	,EST_Custom16=27
	,EST_Custom17=28
	,EST_Custom18=29
	,EST_Custom19=30
	,EST_Custom20=31
	,EST_Custom21=32
	,EST_Custom22=33
	,EST_Custom23=34
	,EST_Custom24=35
	,EST_Custom25=36
	,EST_Custom26=37
	,EST_Custom27=38
	,EST_Custom28=39
	,EST_Custom29=40
	,EST_Custom30=41
	,EST_Custom31=42
};
enum EUV2Mode{
	 UVM_MacroTexture=0
	,UVM_LightMap=1
	,UVM_Skin=2
};
enum ENetRole{
	 ROLE_None=0
	,ROLE_DumbProxy=1
	,ROLE_SimulatedProxy=2
	,ROLE_AutonomousProxy=3
	,ROLE_Authority=4
};
enum EFilterState{
	 FS_Maybe=0
	,FS_Yes=1
	,FS_No=2
};
enum ELightEffect{
	 LE_None=0
	,LE_TorchWaver=1
	,LE_FireWaver=2
	,LE_WateryShimmer=3
	,LE_Searchlight=4
	,LE_SlowWave=5
	,LE_FastWave=6
	,LE_CloudCast=7
	,LE_StaticSpot=8
	,LE_Shock=9
	,LE_Disco=10
	,LE_Warp=11
	,LE_Spotlight=12
	,LE_NonIncidence=13
	,LE_Shell=14
	,LE_OmniBumpMap=15
	,LE_Interference=16
	,LE_Cylinder=17
	,LE_Rotor=18
	,LE_Negative=19
	,LE_Sunlight=20
	,LE_QuadraticNonIncidence=21
};
enum ELightType{
	 LT_None=0
	,LT_Steady=1
	,LT_Pulse=2
	,LT_Blink=3
	,LT_Flicker=4
	,LT_Strobe=5
	,LT_BackdropLight=6
	,LT_SubtlePulse=7
	,LT_TexturePaletteOnce=8
	,LT_TexturePaletteLoop=9
	,LT_FadeOut=10
};
enum ESoundSlot{
	 SLOT_None=0
	,SLOT_Misc=1
	,SLOT_Pain=2
	,SLOT_Interact=3
	,SLOT_Ambient=4
	,SLOT_Talk=5
	,SLOT_Interface=6
};
enum eKillZType{
	 KILLZ_None=0
	,KILLZ_Lava=1
	,KILLZ_Suicide=2
};

// -----------------------------------------------------------------------------
// FKRBVec ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FKRBVec
{
public:
	FLOAT X;                                                              //0
	FLOAT Y;                                                              //0
	FLOAT Z;                                                              //0
};

// -----------------------------------------------------------------------------
// FKRigidBodyState ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FKRigidBodyState
{
public:
	struct FKRBVec Position;                                              //0
	class FQuat Quaternion;                                               //0
	struct FKRBVec LinVel;                                                //0
	struct FKRBVec AngVel;                                                //0
};

// -----------------------------------------------------------------------------
// FKSimParams ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FKSimParams
{
public:
	FLOAT GammaPerSec;                                                    //0
	FLOAT Epsilon;                                                        //0
	FLOAT PenetrationOffset;                                              //0
	FLOAT PenetrationScale;                                               //0
	FLOAT ContactSoftness;                                                //0
	FLOAT MaxPenetration;                                                 //0
	FLOAT MaxTimestep;                                                    //0
};

// -----------------------------------------------------------------------------
// FFireProperties ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FFireProperties
{
public:
	class UClass* AmmoClass;                                              //0
	class UClass* ProjectileClass;                                        //0
	FLOAT WarnTargetPct;                                                  //0
	FLOAT MaxRange;                                                       //0
	BITFIELD bTossed : 1;                                                 //0
	BITFIELD bTrySplash : 1;                                              //0
	BITFIELD bLeadTarget : 1;                                             //0
	BITFIELD bInstantHit : 1;                                             //0
	BITFIELD bInitialized : 1;                                            //0
};

// -----------------------------------------------------------------------------
// FAnimRep ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FAnimRep
{
public:
	FName AnimSequence;                                                   //0
	BITFIELD bAnimLoop : 1;                                               //0
	BYTE AnimRate;                                                        //0
	BYTE AnimFrame;                                                       //0
	BYTE TweenRate;                                                       //0
};

// -----------------------------------------------------------------------------
// FStaticMeshProjectorRenderInfoPtr ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FStaticMeshProjectorRenderInfoPtr
{
public:
	void * Ptr;                                                           //CPF_Transient
};

// -----------------------------------------------------------------------------
// FProjectorRenderInfoPtr ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FProjectorRenderInfoPtr
{
public:
	void * Ptr;                                                           //CPF_Transient
};

// -----------------------------------------------------------------------------
// FPointRegion ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FPointRegion
{
public:
	class AZoneInfo* Zone;                                                //0
	INT iLeaf;                                                            //0
	BYTE ZoneNumber;                                                      //0
	FPointRegion(class AZoneInfo *);
	FPointRegion(class AZoneInfo *, INT, BYTE);
	FPointRegion();
	struct FPointRegion & operator=(struct FPointRegion const &);
};

// -----------------------------------------------------------------------------
// FBatchReference ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FBatchReference
{
public:
	INT BatchIndex;                                                       //0
	INT ElementIndex;                                                     //0
};

// -----------------------------------------------------------------------------
// FLightRenderDataPtr ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FLightRenderDataPtr
{
public:
	void * Ptr;                                                           //CPF_Transient
};

// -----------------------------------------------------------------------------
// FActorRenderDataPtr ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FActorRenderDataPtr
{
public:
	void * Ptr;                                                           //CPF_Transient
};

#define UCONST_MAXSTEPHEIGHT 35.0
#define UCONST_MINFLOORZ 0.7

struct AActor_execStopAllMusic_Parms
{
	FLOAT FadeOutTime;                                                        //CPF_Parm
};
struct AActor_execAllowMusicPlayback_Parms
{
	BITFIELD Allow : 1;                                                       //CPF_Parm
};
struct AActor_execPlayStream_Parms
{
	class FString Song;                                                       //CPF_Parm|CPF_NeedCtorLink
	BITFIELD UseMusicVolume : 1;                                              //CPF_Parm
	FLOAT Volume;                                                             //CPF_Parm
	FLOAT FadeInTime;                                                         //CPF_Parm
	FLOAT SeekTime;                                                           //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execStopStream_Parms
{
	INT Handle;                                                               //CPF_Parm
	FLOAT FadeOutTime;                                                        //CPF_Parm
};
struct AActor_execSeekStream_Parms
{
	INT Handle;                                                               //CPF_Parm
	FLOAT Seconds;                                                            //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execAdjustVolume_Parms
{
	INT Handle;                                                               //CPF_Parm
	FLOAT NewVolume;                                                          //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execPauseStream_Parms
{
	INT Handle;                                                               //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execUnClock_Parms
{
	FLOAT Time;                                                               //CPF_Parm|CPF_OutParm
};
struct AActor_execClock_Parms
{
	FLOAT Time;                                                               //CPF_Parm|CPF_OutParm
};
struct AActor_eventKUpdateState_Parms
{
	struct FKRigidBodyState NewState;                                         //CPF_Parm|CPF_OutParm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_eventKApplyForce_Parms
{
	class FVector Force;                                                      //CPF_Parm|CPF_OutParm
	class FVector Torque;                                                     //CPF_Parm|CPF_OutParm
};
struct AActor_eventKSkelConvulse_Parms
{
};
struct AActor_eventKVelDropBelow_Parms
{
};
struct AActor_eventKImpact_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class FVector pos;                                                        //CPF_Parm
	class FVector impactVel;                                                  //CPF_Parm
	class FVector impactNorm;                                                 //CPF_Parm
};
struct AActor_execKIsRagdollAvailable_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execKMakeRagdollAvailable_Parms
{
};
struct AActor_execKRemoveAllBoneLifters_Parms
{
};
struct AActor_execKRemoveLifterFromBone_Parms
{
	FName BoneName;                                                           //CPF_Parm
};
struct AActor_execKAddBoneLifter_Parms
{
	FName BoneName;                                                           //CPF_Parm
	class FInterpCurve LiftVel;                                               //CPF_Parm|CPF_NeedCtorLink
	FLOAT LateralFriction;                                                    //CPF_Parm
	class FInterpCurve Softness;                                              //CPF_Parm|CPF_NeedCtorLink
};
struct AActor_execKScaleJointLimits_Parms
{
	FLOAT Scale;                                                              //CPF_Parm
	FLOAT stiffness;                                                          //CPF_Parm
};
struct AActor_execKFreezeRagdoll_Parms
{
};
struct AActor_execKGetSkelMass_Parms
{
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execKSetSkelVel_Parms
{
	class FVector Velocity;                                                   //CPF_Parm
	class FVector AngVelocity;                                                //CPF_Parm
	BITFIELD AddToCurrent : 1;                                                //CPF_Parm
};
struct AActor_execKEnableCollision_Parms
{
	class AActor* Other;                                                      //CPF_Parm
};
struct AActor_execKDisableCollision_Parms
{
	class AActor* Other;                                                      //CPF_Parm
};
struct AActor_execKGetActorGravScale_Parms
{
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execKSetActorGravScale_Parms
{
	FLOAT ActorGravScale;                                                     //CPF_Parm
};
struct AActor_execKSetBlockKarma_Parms
{
	BITFIELD newBlock : 1;                                                    //CPF_Parm
};
struct AActor_execKSetStayUprightParams_Parms
{
	FLOAT stiffness;                                                          //CPF_Parm
	FLOAT damping;                                                            //CPF_Parm
};
struct AActor_execKSetStayUpright_Parms
{
	BITFIELD stayUpright : 1;                                                 //CPF_Parm
	BITFIELD allowRotate : 1;                                                 //CPF_Parm
};
struct AActor_execKAddAngularImpulse_Parms
{
	class FVector AngImpulse;                                                 //CPF_Parm
};
struct AActor_execKAddImpulse_Parms
{
	class FVector Impulse;                                                    //CPF_Parm
	class FVector Position;                                                   //CPF_Parm
	FName BoneName;                                                           //CPF_Parm
};
struct AActor_execKIsAwake_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execKWake_Parms
{
};
struct AActor_execKGetImpactThreshold_Parms
{
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execKSetImpactThreshold_Parms
{
	FLOAT thresh;                                                             //CPF_Parm
};
struct AActor_execKGetCOMPosition_Parms
{
	class FVector pos;                                                        //CPF_Parm|CPF_OutParm
};
struct AActor_execKGetCOMOffset_Parms
{
	class FVector offset;                                                     //CPF_Parm|CPF_OutParm
};
struct AActor_execKSetCOMOffset_Parms
{
	class FVector offset;                                                     //CPF_Parm
};
struct AActor_execKGetRestitution_Parms
{
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execKSetRestitution_Parms
{
	FLOAT rest;                                                               //CPF_Parm
};
struct AActor_execKGetFriction_Parms
{
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execKSetFriction_Parms
{
	FLOAT friction;                                                           //CPF_Parm
};
struct AActor_execKGetDampingProps_Parms
{
	FLOAT lindamp;                                                            //CPF_Parm|CPF_OutParm
	FLOAT angdamp;                                                            //CPF_Parm|CPF_OutParm
};
struct AActor_execKSetDampingProps_Parms
{
	FLOAT lindamp;                                                            //CPF_Parm
	FLOAT angdamp;                                                            //CPF_Parm
};
struct AActor_execKGetInertiaTensor_Parms
{
	class FVector it1;                                                        //CPF_Parm|CPF_OutParm
	class FVector it2;                                                        //CPF_Parm|CPF_OutParm
};
struct AActor_execKSetInertiaTensor_Parms
{
	class FVector it1;                                                        //CPF_Parm
	class FVector it2;                                                        //CPF_Parm
};
struct AActor_execKGetMass_Parms
{
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execKSetMass_Parms
{
	FLOAT Mass;                                                               //CPF_Parm
};
struct AActor_execKRBVecFromVector_Parms
{
	class FVector V;                                                          //CPF_Parm
	struct FKRBVec ReturnValue;                                               //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execKRBVecToVector_Parms
{
	struct FKRBVec RBvec;                                                     //CPF_Parm
	class FVector ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execKDrawRigidBodyState_Parms
{
	struct FKRigidBodyState RBstate;                                          //CPF_Parm
	BITFIELD AltColour : 1;                                                   //CPF_Parm
};
struct AActor_execKGetRigidBodyState_Parms
{
	struct FKRigidBodyState RBstate;                                          //CPF_Parm|CPF_OutParm
};
struct AActor_execBlocksShotAt_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execKGetRBQuaternion_Parms
{
	class FQuat ReturnValue;                                                  //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execKSetSimParams_Parms
{
	struct FKSimParams SimParams;                                             //CPF_Parm
};
struct AActor_execKGetSimParams_Parms
{
	struct FKSimParams SimParams;                                             //CPF_Parm|CPF_OutParm
};
struct AActor_execOnlyAffectPawns_Parms
{
	BITFIELD B : 1;                                                           //CPF_Parm
};
struct AActor_execSetPhysics_Parms
{
	BYTE newPhysics;                                                          //CPF_Parm
};
struct AActor_execFinishInterpolation_Parms
{
};
struct AActor_execDebugUnclock_Parms
{
};
struct AActor_execDebugClock_Parms
{
};
struct AActor_execClearStayingDebugLines_Parms
{
};
struct AActor_execDrawDebugSphere_Parms
{
	class FVector Base;                                                       //CPF_Parm
	FLOAT Radius;                                                             //CPF_Parm
	INT NumDivisions;                                                         //CPF_Parm
	BYTE R;                                                                   //CPF_Parm
	BYTE G;                                                                   //CPF_Parm
	BYTE B;                                                                   //CPF_Parm
};
struct AActor_execDrawDebugCircle_Parms
{
	class FVector Base;                                                       //CPF_Parm
	class FVector X;                                                          //CPF_Parm
	class FVector Y;                                                          //CPF_Parm
	FLOAT Radius;                                                             //CPF_Parm
	INT NumSides;                                                             //CPF_Parm
	BYTE R;                                                                   //CPF_Parm
	BYTE G;                                                                   //CPF_Parm
	BYTE B;                                                                   //CPF_Parm
};
struct AActor_execDrawStayingDebugLine_Parms
{
	class FVector LineStart;                                                  //CPF_Parm
	class FVector LineEnd;                                                    //CPF_Parm
	BYTE R;                                                                   //CPF_Parm
	BYTE G;                                                                   //CPF_Parm
	BYTE B;                                                                   //CPF_Parm
};
struct AActor_execPawnBaseDied_Parms
{
};
struct AActor_execIsStationary_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execNotifyLocalPlayerTeamReceived_Parms
{
};
struct AActor_execNotifyLocalPlayerDead_Parms
{
	class APlayerController* PC;                                              //CPF_Parm
};
struct AActor_execSetDelayedDamageInstigatorController_Parms
{
	class AController* C;                                                     //CPF_Parm
};
struct AActor_execTeamLink_Parms
{
	INT TeamNum;                                                              //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execSelfTriggered_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execEffectIsRelevant_Parms
{
	class FVector SpawnLocation;                                              //CPF_Parm
	BITFIELD bForceDedicated : 1;                                             //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class APlayerController* P;                                               //0
	BITFIELD bResult : 1;                                                     //0
};
struct AActor_execCheckMaxEffectDistance_Parms
{
	class APlayerController* P;                                               //CPF_Parm
	class FVector SpawnLocation;                                              //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execDrawDebugLine_Parms
{
	class FVector LineStart;                                                  //CPF_Parm
	class FVector LineEnd;                                                    //CPF_Parm
	BYTE R;                                                                   //CPF_Parm
	BYTE G;                                                                   //CPF_Parm
	BYTE B;                                                                   //CPF_Parm
};
struct AActor_execGetRenderBoundingSphere_Parms
{
	class FPlane ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execGetUrlOption_Parms
{
	class FString Option;                                                     //CPF_Parm|CPF_NeedCtorLink
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AActor_execUpdateURL_Parms
{
	class FString NewOption;                                                  //CPF_Parm|CPF_NeedCtorLink
	class FString NewValue;                                                   //CPF_Parm|CPF_NeedCtorLink
	BITFIELD bSaveDefault : 1;                                                //CPF_Parm
};
struct AActor_execGetClosestBone_Parms
{
	class FVector loc;                                                        //CPF_Parm
	class FVector ray;                                                        //CPF_Parm
	FLOAT boneDist;                                                           //CPF_Parm|CPF_OutParm
	FName BiasBone;                                                           //CPF_Parm
	FLOAT BiasDistance;                                                       //CPF_Parm
	FName ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execAnimIsInGroup_Parms
{
	INT Channel;                                                              //CPF_Parm
	FName GroupName;                                                          //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execSetBoneRotation_Parms
{
	FName BoneName;                                                           //CPF_Parm
	class FRotator BoneTurn;                                                  //CPF_Parm
	INT Space;                                                                //CPF_Parm
	FLOAT Alpha;                                                              //CPF_Parm
};
struct AActor_execSetBoneLocation_Parms
{
	FName BoneName;                                                           //CPF_Parm
	class FVector BoneTrans;                                                  //CPF_Parm
	FLOAT Alpha;                                                              //CPF_Parm
};
struct AActor_execSetBoneDirection_Parms
{
	FName BoneName;                                                           //CPF_Parm
	class FRotator BoneTurn;                                                  //CPF_Parm
	class FVector BoneTrans;                                                  //CPF_Parm
	FLOAT Alpha;                                                              //CPF_Parm
	INT Space;                                                                //CPF_Parm
};
struct AActor_execSetOverlayMaterial_Parms
{
	class UMaterial* mat;                                                     //CPF_Parm
	FLOAT Time;                                                               //CPF_Parm
	BITFIELD bOverride : 1;                                                   //CPF_Parm
};
struct AActor_execCrash_Parms
{
};
struct AActor_execGetCollisionExtent_Parms
{
	class FVector ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class FVector Extent;                                                     //0
};
struct AActor_execCanSplash_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execPlayTeleportEffect_Parms
{
	BITFIELD bOut : 1;                                                        //CPF_Parm
	BITFIELD bSound : 1;                                                      //CPF_Parm
};
struct AActor_execIsInPain_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class APhysicsVolume* V;                                                  //0
};
struct AActor_execIsInVolume_Parms
{
	class AVolume* aVolume;                                                   //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class AVolume* V;                                                         //0
};
struct AActor_execUntriggerEvent_Parms
{
	FName EventName;                                                          //CPF_Parm
	class AActor* Other;                                                      //CPF_Parm
	class APawn* EventInstigator;                                             //CPF_Parm
	class AActor* A;                                                          //0
	class ANavigationPoint* N;                                                //0
};
struct AActor_eventTriggerEvent_Parms
{
	FName EventName;                                                          //CPF_Parm
	class AActor* Other;                                                      //CPF_Parm
	class APawn* EventInstigator;                                             //CPF_Parm
	class AActor* A;                                                          //0
	class ANavigationPoint* N;                                                //0
};
struct AActor_execSetBoneScale_Parms
{
	INT Slot;                                                                 //CPF_Parm
	FLOAT BoneScale;                                                          //CPF_Parm
	FName BoneName;                                                           //CPF_Parm
};
struct AActor_execLockRootMotion_Parms
{
	INT Lock;                                                                 //CPF_Parm
};
struct AActor_execDetachFromBone_Parms
{
	class AActor* Attachment;                                                 //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execAttachToBone_Parms
{
	class AActor* Attachment;                                                 //CPF_Parm
	FName BoneName;                                                           //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execGetRootRotationDelta_Parms
{
	class FRotator ReturnValue;                                               //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execGetRootLocationDelta_Parms
{
	class FVector ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execGetRootRotation_Parms
{
	class FRotator ReturnValue;                                               //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execGetRootLocation_Parms
{
	class FVector ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execGetBoneRotation_Parms
{
	FName BoneName;                                                           //CPF_Parm
	INT Space;                                                                //CPF_Parm
	class FRotator ReturnValue;                                               //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execGetBoneCoords_Parms
{
	FName BoneName;                                                           //CPF_Parm
	class FCoords ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execAnimBlendToAlpha_Parms
{
	INT Stage;                                                                //CPF_Parm
	FLOAT TargetAlpha;                                                        //CPF_Parm
	FLOAT TimeInterval;                                                       //CPF_Parm
};
struct AActor_execAnimBlendParams_Parms
{
	INT Stage;                                                                //CPF_Parm
	FLOAT BlendAlpha;                                                         //CPF_Parm
	FLOAT InTime;                                                             //CPF_Parm
	FLOAT OutTime;                                                            //CPF_Parm
	FName BoneName;                                                           //CPF_Parm
	BITFIELD bGlobalPose : 1;                                                 //CPF_Parm
};
struct AActor_execBoneRefresh_Parms
{
};
struct AActor_execReset_Parms
{
};
struct AActor_execStartInterpolation_Parms
{
};
struct AActor_execTouchingActor_Parms
{
	class AActor* A;                                                          //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class FVector Dir;                                                        //0
};
struct AActor_execNearSpot_Parms
{
	class FVector Spot;                                                       //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class FVector Dir;                                                        //0
};
struct AActor_execDisplayDebug_Parms
{
	class UCanvas* Canvas;                                                    //CPF_Parm
	FLOAT YL;                                                                 //CPF_Parm|CPF_OutParm
	FLOAT YPos;                                                               //CPF_Parm|CPF_OutParm
	class FString t;                                                          //CPF_NeedCtorLink
	FLOAT XL;                                                                 //0
	INT i;                                                                    //0
	class AActor* A;                                                          //0
	FName Anim;                                                               //0
	FLOAT frame;                                                              //0
	FLOAT Rate;                                                               //0
};
struct AActor_execGetDebugName_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AActor_execLinkMesh_Parms
{
	class UMesh* NewMesh;                                                     //CPF_Parm
	BITFIELD bKeepAnim : 1;                                                   //CPF_Parm
};
struct AActor_execLinkSkelAnim_Parms
{
	class UMeshAnimation* Anim;                                               //CPF_Parm
	class UMesh* NewMesh;                                                     //CPF_Parm
};
struct AActor_execGetNotifyChannel_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execEnableChannelNotify_Parms
{
	INT Channel;                                                              //CPF_Parm
	INT Switch;                                                               //CPF_Parm
};
struct AActor_eventAnimEnd_Parms
{
	INT Channel;                                                              //CPF_Parm
};
struct AActor_eventLIPSincAnimEnd_Parms
{
};
struct AActor_execCurrentLIPSincAnim_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AActor_execIsPlayingLIPSincAnim_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execHasLIPSincAnim_Parms
{
	FName LIPSincAnimName;                                                    //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execStopLIPSincAnim_Parms
{
};
struct AActor_execPlayLIPSincAnim_Parms
{
	FName LIPSincAnimName;                                                    //CPF_Parm
	FLOAT Volume;                                                             //CPF_Parm
	FLOAT Radius;                                                             //CPF_Parm
	FLOAT Pitch;                                                              //CPF_Parm
};
struct AActor_execAnimStopLooping_Parms
{
	INT Channel;                                                              //CPF_Parm
};
struct AActor_execIsTweening_Parms
{
	INT Channel;                                                              //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execSetAnimFrame_Parms
{
	FLOAT Time;                                                               //CPF_Parm
	INT Channel;                                                              //CPF_Parm
	INT UnitFlag;                                                             //CPF_Parm
};
struct AActor_execFreezeAnimAt_Parms
{
	FLOAT Time;                                                               //CPF_Parm
	INT Channel;                                                              //CPF_Parm
};
struct AActor_execStopAnimating_Parms
{
	BITFIELD ClearAllButBase : 1;                                             //CPF_Parm
};
struct AActor_execGetAnimParams_Parms
{
	INT Channel;                                                              //CPF_Parm
	FName OutSeqName;                                                         //CPF_Parm|CPF_OutParm
	FLOAT OutAnimFrame;                                                       //CPF_Parm|CPF_OutParm
	FLOAT OutAnimRate;                                                        //CPF_Parm|CPF_OutParm
};
struct AActor_execSetGRI_Parms
{
	class AGameReplicationInfo* GRI;                                          //CPF_Parm
};
struct AActor_execMatchStarting_Parms
{
};
struct AActor_execGetLocalString_Parms
{
	INT Switch;                                                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_1;                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_2;                               //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AActor_execSetDefaultDisplayProperties_Parms
{
};
struct AActor_execSetDisplayProperties_Parms
{
	BYTE NewStyle;                                                            //CPF_Parm
	class UMaterial* NewTexture;                                              //CPF_Parm
	BITFIELD bLighting : 1;                                                   //CPF_Parm
};
struct AActor_execGetHumanReadableName_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AActor_execPOVChanged_Parms
{
	class APlayerController* PC;                                              //CPF_Parm
	BITFIELD bBehindViewChanged : 1;                                          //CPF_Parm
};
struct AActor_execBecomeViewTarget_Parms
{
};
struct AActor_eventTravelPostAccept_Parms
{
};
struct AActor_eventTravelPreAccept_Parms
{
};
struct AActor_execCheckForErrors_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execHurtRadius_Parms
{
	FLOAT DamageAmount;                                                       //CPF_Parm
	FLOAT DamageRadius;                                                       //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
	FLOAT Momentum;                                                           //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
	class AActor* Victims;                                                    //0
	FLOAT damageScale;                                                        //0
	FLOAT dist;                                                               //0
	class FVector Dir;                                                        //0
};
struct AActor_execHasAnim_Parms
{
	FName Sequence;                                                           //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execFinishAnim_Parms
{
	INT Channel;                                                              //CPF_Parm
};
struct AActor_execIsAnimating_Parms
{
	INT Channel;                                                              //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execTweenAnim_Parms
{
	FName Sequence;                                                           //CPF_Parm
	FLOAT Time;                                                               //CPF_Parm
	INT Channel;                                                              //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execLoopAnim_Parms
{
	FName Sequence;                                                           //CPF_Parm
	FLOAT Rate;                                                               //CPF_Parm
	FLOAT TweenTime;                                                          //CPF_Parm
	INT Channel;                                                              //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execPlayAnim_Parms
{
	FName Sequence;                                                           //CPF_Parm
	FLOAT Rate;                                                               //CPF_Parm
	FLOAT TweenTime;                                                          //CPF_Parm
	INT Channel;                                                              //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execGetMeshName_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AActor_execIsJoinedTo_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execSetOwner_Parms
{
	class AActor* NewOwner;                                                   //CPF_Parm
};
struct AActor_execSetBase_Parms
{
	class AActor* NewBase;                                                    //CPF_Parm
	class FVector NewFloor;                                                   //CPF_Parm
};
struct AActor_execAutonomousPhysics_Parms
{
	FLOAT DeltaSeconds;                                                       //CPF_Parm
};
struct AActor_execMoveSmooth_Parms
{
	class FVector Delta;                                                      //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execSetRelativeLocation_Parms
{
	class FVector NewLocation;                                                //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execPrecacheAnnouncer_Parms
{
	class AAnnouncerVoice* V;                                                 //CPF_Parm
	BITFIELD bRewardSounds : 1;                                               //CPF_Parm
};
struct AActor_execUpdateAnnouncements_Parms
{
};
struct AActor_execUpdatePrecacheStaticMeshes_Parms
{
};
struct AActor_execUpdatePrecacheMaterials_Parms
{
	INT i;                                                                    //0
};
struct AActor_eventPostNetBeginPlay_Parms
{
};
struct AActor_eventSetInitialState_Parms
{
};
struct AActor_eventPostBeginPlay_Parms
{
};
struct AActor_eventBroadcastLocalizedMessage_Parms
{
	class UClass* MessageClass;                                               //CPF_Parm
	INT Switch;                                                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_1;                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_2;                               //CPF_Parm
	class UObject* OptionalObject;                                            //CPF_Parm
};
struct AActor_eventPreBeginPlay_Parms
{
};
struct AActor_eventRenderTexture_Parms
{
	class UScriptedTexture* Tex;                                              //CPF_Parm
};
struct AActor_execSetRelativeRotation_Parms
{
	class FRotator NewRotation;                                               //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execSetRotation_Parms
{
	class FRotator NewRotation;                                               //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execSetLocation_Parms
{
	class FVector NewLocation;                                                //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execMove_Parms
{
	class FVector Delta;                                                      //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execSetDrawType_Parms
{
	BYTE NewDrawType;                                                         //CPF_Parm
};
struct AActor_execSetStaticMesh_Parms
{
	class UStaticMesh* NewStaticMesh;                                         //CPF_Parm
};
struct AActor_execSetDrawScale3D_Parms
{
	class FVector NewScale3D;                                                 //CPF_Parm
};
struct AActor_execSetDrawScale_Parms
{
	FLOAT NewScale;                                                           //CPF_Parm
};
struct AActor_execSetCollisionSize_Parms
{
	FLOAT NewRadius;                                                          //CPF_Parm
	FLOAT NewHeight;                                                          //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execSetCollision_Parms
{
	BITFIELD NewColActors : 1;                                                //CPF_Parm
	BITFIELD NewBlockActors : 1;                                              //CPF_Parm
	BITFIELD NewBlockPlayers : 1;                                             //CPF_Parm
};
struct AActor_execSleep_Parms
{
	FLOAT Seconds;                                                            //CPF_Parm
};
struct AActor_execShouldBeHidden_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execError_Parms
{
	class FString S;                                                          //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
};
struct AActor_execTextToSpeech_Parms
{
	class FString Text;                                                       //CPF_Parm|CPF_NeedCtorLink
	FLOAT Volume;                                                             //CPF_Parm
};
struct AActor_execCopyObjectToClipboard_Parms
{
	class UObject* obj;                                                       //CPF_Parm
};
struct AActor_execRenderOverlays_Parms
{
	class UCanvas* Canvas;                                                    //CPF_Parm
};
struct AActor_eventRecoverFromBadStateCode_Parms
{
};
struct AActor_execMultiply_ColorFloat_Parms
{
	class FColor A;                                                           //CPF_Parm
	FLOAT B;                                                                  //CPF_Parm
	class FColor ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execAdd_ColorColor_Parms
{
	class FColor A;                                                           //CPF_Parm
	class FColor B;                                                           //CPF_Parm
	class FColor ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execMultiply_FloatColor_Parms
{
	FLOAT A;                                                                  //CPF_Parm
	class FColor B;                                                           //CPF_Parm
	class FColor ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execSubtract_ColorColor_Parms
{
	class FColor A;                                                           //CPF_Parm
	class FColor B;                                                           //CPF_Parm
	class FColor ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execCollidingActors_Parms
{
	class UClass* baseClass;                                                  //CPF_Parm
	class AActor* Actor;                                                      //CPF_Parm|CPF_OutParm
	FLOAT Radius;                                                             //CPF_Parm
	class FVector loc;                                                        //CPF_Parm
};
struct AActor_execVisibleCollidingActors_Parms
{
	class UClass* baseClass;                                                  //CPF_Parm
	class AActor* Actor;                                                      //CPF_Parm|CPF_OutParm
	FLOAT Radius;                                                             //CPF_Parm
	class FVector loc;                                                        //CPF_Parm
	BITFIELD bIgnoreHidden : 1;                                               //CPF_Parm
};
struct AActor_execVisibleActors_Parms
{
	class UClass* baseClass;                                                  //CPF_Parm
	class AActor* Actor;                                                      //CPF_Parm|CPF_OutParm
	FLOAT Radius;                                                             //CPF_Parm
	class FVector loc;                                                        //CPF_Parm
};
struct AActor_execRadiusActors_Parms
{
	class UClass* baseClass;                                                  //CPF_Parm
	class AActor* Actor;                                                      //CPF_Parm|CPF_OutParm
	FLOAT Radius;                                                             //CPF_Parm
	class FVector loc;                                                        //CPF_Parm
};
struct AActor_execTraceActors_Parms
{
	class UClass* baseClass;                                                  //CPF_Parm
	class AActor* Actor;                                                      //CPF_Parm|CPF_OutParm
	class FVector HitLoc;                                                     //CPF_Parm|CPF_OutParm
	class FVector HitNorm;                                                    //CPF_Parm|CPF_OutParm
	class FVector End;                                                        //CPF_Parm
	class FVector Start;                                                      //CPF_Parm
	class FVector Extent;                                                     //CPF_Parm
};
struct AActor_execConsoleCommand_Parms
{
	class FString Command;                                                    //CPF_Parm|CPF_NeedCtorLink
	BITFIELD bWriteToLog : 1;                                                 //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AActor_execTouchingActors_Parms
{
	class UClass* baseClass;                                                  //CPF_Parm
	class AActor* Actor;                                                      //CPF_Parm|CPF_OutParm
};
struct AActor_execBasedActors_Parms
{
	class UClass* baseClass;                                                  //CPF_Parm
	class AActor* Actor;                                                      //CPF_Parm|CPF_OutParm
};
struct AActor_execChildActors_Parms
{
	class UClass* baseClass;                                                  //CPF_Parm
	class AActor* Actor;                                                      //CPF_Parm|CPF_OutParm
};
struct AActor_execDynamicActors_Parms
{
	class UClass* baseClass;                                                  //CPF_Parm
	class AActor* Actor;                                                      //CPF_Parm|CPF_OutParm
	FName MatchTag;                                                           //CPF_Parm
};
struct AActor_execAllActors_Parms
{
	class UClass* baseClass;                                                  //CPF_Parm
	class AActor* Actor;                                                      //CPF_Parm|CPF_OutParm
	FName MatchTag;                                                           //CPF_Parm
};
struct AActor_execMoveCacheEntry_Parms
{
	class FString Guid;                                                       //CPF_Parm|CPF_NeedCtorLink
	class FString NewFilename;                                                //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execGetCacheEntry_Parms
{
	INT Num;                                                                  //CPF_Parm
	class FString Guid;                                                       //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	class FString Filename;                                                   //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execGetAllIntDesc_Parms
{
	class FString MetaClass;                                                  //CPF_Parm|CPF_NeedCtorLink
	TArray<class FString> Entry;                                              //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	TArray<class FString> Description;                                        //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
};
struct AActor_execGetAllInt_Parms
{
	class FString MetaClass;                                                  //CPF_Parm|CPF_NeedCtorLink
	TArray<class FString> Entries;                                            //CPF_Parm|CPF_NeedCtorLink
};
struct AActor_execGetNextIntDesc_Parms
{
	class FString ClassName;                                                  //CPF_Parm|CPF_NeedCtorLink
	INT Num;                                                                  //CPF_Parm
	class FString Entry;                                                      //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	class FString Description;                                                //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
};
struct AActor_execGetNextInt_Parms
{
	class FString ClassName;                                                  //CPF_Parm|CPF_NeedCtorLink
	INT Num;                                                                  //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AActor_execGetURLMap_Parms
{
	BITFIELD bIncludeOptions : 1;                                             //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AActor_execGetNextSkin_Parms
{
	class FString Prefix;                                                     //CPF_Parm|CPF_NeedCtorLink
	class FString CurrentSkin;                                                //CPF_Parm|CPF_NeedCtorLink
	INT Dir;                                                                  //CPF_Parm
	class FString SkinName;                                                   //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	class FString SkinDesc;                                                   //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
};
struct AActor_execGetMapName_Parms
{
	class FString NameEnding;                                                 //CPF_Parm|CPF_NeedCtorLink
	class FString MapName;                                                    //CPF_Parm|CPF_NeedCtorLink
	INT Dir;                                                                  //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AActor_execAddToPackageMap_Parms
{
	class FString PackageName;                                                //CPF_Parm|CPF_NeedCtorLink
};
struct AActor_execResetStaticFilterState_Parms
{
};
struct AActor_eventBeginPlay_Parms
{
};
struct AActor_eventPostTeleport_Parms
{
	class ATeleporter* OutTeleporter;                                         //CPF_Parm
};
struct AActor_eventPreTeleport_Parms
{
	class ATeleporter* InTeleporter;                                          //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execSuggestFallVelocity_Parms
{
	class FVector Destination;                                                //CPF_Parm
	class FVector Start;                                                      //CPF_Parm
	FLOAT MaxZ;                                                               //CPF_Parm
	FLOAT MaxXYSpeed;                                                         //CPF_Parm
	class FVector ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execPlayerCanSeeMe_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execMakeNoise_Parms
{
	FLOAT Loudness;                                                           //CPF_Parm
};
struct AActor_execForceFeedbackSupported_Parms
{
	BITFIELD Enable : 1;                                                      //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execChangeBaseParamsFeedbackEffect_Parms
{
	class FString EffectName;                                                 //CPF_Parm|CPF_NeedCtorLink
	FLOAT DirectionX;                                                         //CPF_Parm
	FLOAT DirectionY;                                                         //CPF_Parm
	FLOAT Gain;                                                               //CPF_Parm
};
struct AActor_execChangeSpringFeedbackEffect_Parms
{
	class FString EffectName;                                                 //CPF_Parm|CPF_NeedCtorLink
	FLOAT CenterX;                                                            //CPF_Parm
	FLOAT CenterY;                                                            //CPF_Parm
};
struct AActor_execStopFeedbackEffect_Parms
{
	class FString EffectName;                                                 //CPF_Parm|CPF_NeedCtorLink
};
struct AActor_execPlayFeedbackEffect_Parms
{
	class FString EffectName;                                                 //CPF_Parm|CPF_NeedCtorLink
};
struct AActor_execGetSoundDuration_Parms
{
	class USound* Sound;                                                      //CPF_Parm
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_eventDemoPlaySound_Parms
{
	class USound* Sound;                                                      //CPF_Parm
	BYTE Slot;                                                                //CPF_Parm
	FLOAT Volume;                                                             //CPF_Parm
	BITFIELD bNoOverride : 1;                                                 //CPF_Parm
	FLOAT Radius;                                                             //CPF_Parm
	FLOAT Pitch;                                                              //CPF_Parm
	BITFIELD Attenuate : 1;                                                   //CPF_Parm
};
struct AActor_execPlayOwnedSound_Parms
{
	class USound* Sound;                                                      //CPF_Parm
	BYTE Slot;                                                                //CPF_Parm
	FLOAT Volume;                                                             //CPF_Parm
	BITFIELD bNoOverride : 1;                                                 //CPF_Parm
	FLOAT Radius;                                                             //CPF_Parm
	FLOAT Pitch;                                                              //CPF_Parm
	BITFIELD Attenuate : 1;                                                   //CPF_Parm
};
struct AActor_execPlaySound_Parms
{
	class USound* Sound;                                                      //CPF_Parm
	BYTE Slot;                                                                //CPF_Parm
	FLOAT Volume;                                                             //CPF_Parm
	BITFIELD bNoOverride : 1;                                                 //CPF_Parm
	FLOAT Radius;                                                             //CPF_Parm
	FLOAT Pitch;                                                              //CPF_Parm
	BITFIELD Attenuate : 1;                                                   //CPF_Parm
};
struct AActor_eventPostLoadSavedGame_Parms
{
};
struct AActor_eventPreSaveGame_Parms
{
};
struct AActor_execSetTimer_Parms
{
	FLOAT NewTimerRate;                                                       //CPF_Parm
	BITFIELD bLoop : 1;                                                       //CPF_Parm
};
struct AActor_eventTornOff_Parms
{
};
struct AActor_execDestroy_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execSpawn_Parms
{
	class UClass* SpawnClass;                                                 //CPF_Parm
	class AActor* SpawnOwner;                                                 //CPF_Parm
	FName SpawnTag;                                                           //CPF_Parm
	class FVector SpawnLocation;                                              //CPF_Parm
	class FRotator SpawnRotation;                                             //CPF_Parm
	class AActor* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execTraceThisActor_Parms
{
	class FVector HitLocation;                                                //CPF_Parm|CPF_OutParm
	class FVector HitNormal;                                                  //CPF_Parm|CPF_OutParm
	class FVector TraceEnd;                                                   //CPF_Parm
	class FVector TraceStart;                                                 //CPF_Parm
	class FVector Extent;                                                     //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execFastTrace_Parms
{
	class FVector TraceEnd;                                                   //CPF_Parm
	class FVector TraceStart;                                                 //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execTrace_Parms
{
	class FVector HitLocation;                                                //CPF_Parm|CPF_OutParm
	class FVector HitNormal;                                                  //CPF_Parm|CPF_OutParm
	class FVector TraceEnd;                                                   //CPF_Parm
	class FVector TraceStart;                                                 //CPF_Parm
	BITFIELD bTraceActors : 1;                                                //CPF_Parm
	class FVector Extent;                                                     //CPF_Parm
	class UMaterial* Material;                                                //CPF_Parm|CPF_OutParm
	class AActor* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_execHealDamage_Parms
{
	INT Amount;                                                               //CPF_Parm
	class AController* Healer;                                                //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_eventTakeDamage_Parms
{
	INT Damage;                                                               //CPF_Parm
	class APawn* EventInstigator;                                             //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
	class FVector Momentum;                                                   //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
};
struct AActor_eventKilledBy_Parms
{
	class APawn* EventInstigator;                                             //CPF_Parm
};
struct AActor_eventFellOutOfWorld_Parms
{
	BYTE KillType;                                                            //CPF_Parm
};
struct AActor_eventUsedBy_Parms
{
	class APawn* User;                                                        //CPF_Parm
};
struct AActor_eventEndedRotation_Parms
{
};
struct AActor_eventFinishedInterpolation_Parms
{
};
struct AActor_eventRanInto_Parms
{
	class AActor* Other;                                                      //CPF_Parm
};
struct AActor_eventEncroachedBy_Parms
{
	class AActor* Other;                                                      //CPF_Parm
};
struct AActor_eventEncroachingOn_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_eventSpecialHandling_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	class AActor* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AActor_eventDetach_Parms
{
	class AActor* Other;                                                      //CPF_Parm
};
struct AActor_eventAttach_Parms
{
	class AActor* Other;                                                      //CPF_Parm
};
struct AActor_eventBaseChange_Parms
{
};
struct AActor_eventBump_Parms
{
	class AActor* Other;                                                      //CPF_Parm
};
struct AActor_eventUnTouch_Parms
{
	class AActor* Other;                                                      //CPF_Parm
};
struct AActor_eventPostTouch_Parms
{
	class AActor* Other;                                                      //CPF_Parm
};
struct AActor_eventTouch_Parms
{
	class AActor* Other;                                                      //CPF_Parm
};
struct AActor_eventPhysicsVolumeChange_Parms
{
	class APhysicsVolume* NewVolume;                                          //CPF_Parm
};
struct AActor_eventZoneChange_Parms
{
	class AZoneInfo* NewZone;                                                 //CPF_Parm
};
struct AActor_eventLanded_Parms
{
	class FVector HitNormal;                                                  //CPF_Parm
};
struct AActor_eventFalling_Parms
{
};
struct AActor_eventHitWall_Parms
{
	class FVector HitNormal;                                                  //CPF_Parm
	class AActor* HitWall;                                                    //CPF_Parm
};
struct AActor_eventTimer_Parms
{
};
struct AActor_execTimerPop_Parms
{
	class AVolumeTimer* t;                                                    //CPF_Parm
};
struct AActor_eventEndEvent_Parms
{
};
struct AActor_eventBeginEvent_Parms
{
};
struct AActor_eventUnTrigger_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class APawn* EventInstigator;                                             //CPF_Parm
};
struct AActor_eventTrigger_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class APawn* EventInstigator;                                             //CPF_Parm
};
struct AActor_eventClientTrigger_Parms
{
};
struct AActor_eventPostNetReceive_Parms
{
};
struct AActor_eventTick_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
};
struct AActor_eventLostChild_Parms
{
	class AActor* Other;                                                      //CPF_Parm
};
struct AActor_eventGainedChild_Parms
{
	class AActor* Other;                                                      //CPF_Parm
};
struct AActor_eventDestroyed_Parms
{
};
struct AActor_execStopMusic_Parms
{
	INT SongHandle;                                                           //CPF_Parm
	FLOAT FadeOutTime;                                                        //CPF_Parm
};
struct AActor_execPlayMusic_Parms
{
	class FString Song;                                                       //CPF_Parm|CPF_NeedCtorLink
	FLOAT FadeInTime;                                                         //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};

// *****************************************************************************
// AActor (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AActor : public UObject
{
public:
	BYTE LightType;                                                           //CPF_Edit|CPF_Net
	BYTE LightEffect;                                                         //CPF_Edit|CPF_Net
	BYTE LightHue;                                                            //CPF_Edit|CPF_Net
	BYTE LightSaturation;                                                     //CPF_Edit|CPF_Net
	FLOAT LightBrightness;                                                    //CPF_Edit|CPF_Net
	FLOAT LightRadius;                                                        //CPF_Edit|CPF_Net
	BYTE LightPeriod;                                                         //CPF_Edit|CPF_Net
	BYTE LightPhase;                                                          //CPF_Edit|CPF_Net
	BYTE LightCone;                                                           //CPF_Edit
	BYTE DrawType;                                                            //CPF_Edit|CPF_Net
	BYTE StaticFilterState;                                                   //CPF_Native
	class UStaticMesh* StaticMesh;                                            //CPF_Edit|CPF_Net
	class AActor* Owner;                                                      //CPF_Net
	class AActor* Base;                                                       //CPF_Net
	struct FActorRenderDataPtr ActorRenderData;                               //CPF_Native
	struct FLightRenderDataPtr LightRenderData;                               //CPF_Native
	INT RenderRevision;                                                       //CPF_Native
	TArray<struct FBatchReference> StaticSectionBatches;                      //CPF_Native
	FName ForcedVisibilityZoneTag;                                            //CPF_Edit
	FLOAT CullDistance;                                                       //CPF_Edit
	BITFIELD bSpecialLit : 1;                                                 //CPF_Edit|CPF_Net
	BITFIELD bActorShadows : 1;                                               //CPF_Edit
	BITFIELD bCorona : 1;                                                     //CPF_Edit
	BITFIELD bDirectionalCorona : 1;                                          //CPF_Edit
	BITFIELD bAttenByLife : 1;                                                //CPF_Edit
	BITFIELD bLightingVisibility : 1;                                         //CPF_Edit
	BITFIELD bUseDynamicLights : 1;                                           //CPF_Edit
	BITFIELD bLightChanged : 1;                                               //0
	BITFIELD bDramaticLighting : 1;                                           //0
	BITFIELD bStatic : 1;                                                     //0
	BITFIELD bHidden : 1;                                                     //CPF_Edit|CPF_Net
	BITFIELD bNoDelete : 1;                                                   //CPF_Edit
	BITFIELD bDeleteMe : 1;                                                   //0
	BITFIELD bTicked : 1;                                                     //CPF_Transient
	BITFIELD bDynamicLight : 1;                                               //CPF_Edit
	BITFIELD bTimerLoop : 1;                                                  //0
	BITFIELD bOnlyOwnerSee : 1;                                               //CPF_Net
	BITFIELD bHighDetail : 1;                                                 //CPF_Edit
	BITFIELD bSuperHighDetail : 1;                                            //CPF_Edit
	BITFIELD bOnlyDrawIfAttached : 1;                                         //CPF_Net
	BITFIELD bStasis : 1;                                                     //CPF_Edit
	BITFIELD bTrailerAllowRotation : 1;                                       //0
	BITFIELD bTrailerSameRotation : 1;                                        //0
	BITFIELD bTrailerPrePivot : 1;                                            //0
	BITFIELD bWorldGeometry : 1;                                              //0
	BITFIELD bAcceptsProjectors : 1;                                          //CPF_Edit
	BITFIELD bOrientOnSlope : 1;                                              //0
	BITFIELD bOnlyAffectPawns : 1;                                            //0
	BITFIELD bDisableSorting : 1;                                             //CPF_Edit
	BITFIELD bIgnoreEncroachers : 1;                                          //CPF_Edit|CPF_Net
	BITFIELD bShowOctreeNodes : 1;                                            //0
	BITFIELD bWasSNFiltered : 1;                                              //0
	BITFIELD bShouldStopKarma : 1;                                            //CPF_Transient
	BITFIELD bDetailAttachment : 1;                                           //0
	BITFIELD bNetTemporary : 1;                                               //0
	BITFIELD bOnlyRelevantToOwner : 1;                                        //0
	BITFIELD bNetDirty : 1;                                                   //CPF_Transient
	BITFIELD bAlwaysRelevant : 1;                                             //0
	BITFIELD bReplicateInstigator : 1;                                        //0
	BITFIELD bReplicateMovement : 1;                                          //0
	BITFIELD bSkipActorPropertyReplication : 1;                               //0
	BITFIELD bUpdateSimulatedPosition : 1;                                    //0
	BITFIELD bTearOff : 1;                                                    //CPF_Net
	BITFIELD bOnlyDirtyReplication : 1;                                       //0
	BITFIELD bReplicateAnimations : 1;                                        //0
	BITFIELD bNetInitialRotation : 1;                                         //0
	BITFIELD bCompressedPosition : 1;                                         //0
	BITFIELD bAlwaysZeroBoneOffset : 1;                                       //0
	BITFIELD bIgnoreVehicles : 1;                                             //0
	BITFIELD bDeferRendering : 1;                                             //CPF_Edit
	BITFIELD bBadStateCode : 1;                                               //0
	BYTE Physics;                                                             //CPF_Edit|CPF_Net
	BYTE RemoteRole;                                                          //CPF_Net
	BYTE Role;                                                                //CPF_Net
	INT NetTag;                                                               //CPF_Transient
	FLOAT NetUpdateTime;                                                      //0
	FLOAT NetUpdateFrequency;                                                 //0
	FLOAT NetPriority;                                                        //0
	class APawn* Instigator;                                                  //CPF_Net
	class USound* AmbientSound;                                               //CPF_Edit|CPF_Net
	FName AttachmentBone;                                                     //CPF_Net
	class ALevelInfo* Level;                                                  //0
	class ULevel* XLevel;                                                     //CPF_Transient
	FLOAT LifeSpan;                                                           //CPF_Edit
	struct FPointRegion Region;                                               //0
	FLOAT TimerRate;                                                          //0
	class UMaterial* OverlayMaterial;                                         //CPF_Edit|CPF_Net
	class UMesh* Mesh;                                                        //CPF_Edit|CPF_Net
	FLOAT LastRenderTime;                                                     //CPF_Transient
	FName Tag;                                                                //CPF_Edit
	TArray<INT> Leaves;                                                       //CPF_Transient|CPF_NeedCtorLink
	FName Event;                                                              //CPF_Edit
	class AInventory* Inventory;                                              //CPF_Net
	FLOAT TimerCounter;                                                       //0
	class UMeshInstance* MeshInstance;                                        //CPF_Transient
	FLOAT LODBias;                                                            //CPF_Edit
	FName InitialState;                                                       //CPF_Edit
	FName Group;                                                              //CPF_Edit
	TArray<class AActor*> Touching;                                           //CPF_NeedCtorLink
	TArray<void *> OctreeNodes;                                               //CPF_Transient|CPF_NeedCtorLink
	class FBox OctreeBox;                                                     //CPF_Transient
	class FVector OctreeBoxCenter;                                            //CPF_Transient
	class FVector OctreeBoxRadii;                                             //CPF_Transient
	class AActor* Deleted;                                                    //0
	FLOAT LatentFloat;                                                        //0
	INT CollisionTag;                                                         //CPF_Native
	INT JoinedTag;                                                            //CPF_Transient
	class APhysicsVolume* PhysicsVolume;                                      //0
	class FVector Location;                                                   //CPF_Edit|CPF_Net
	class FRotator Rotation;                                                  //CPF_Edit|CPF_Net
	class FVector Velocity;                                                   //CPF_Edit|CPF_Net
	class FVector Acceleration;                                               //0
	class FVector CachedLocation;                                             //0
	class FRotator CachedRotation;                                            //0
	class FMatrix CachedLocalToWorld;                                         //0
	FName AttachTag;                                                          //CPF_Edit
	TArray<class AActor*> Attached;                                           //CPF_NeedCtorLink
	class FVector RelativeLocation;                                           //CPF_Net
	class FRotator RelativeRotation;                                          //CPF_Net
	class FMatrix HardRelMatrix;                                              //0
	TArray<struct FProjectorRenderInfoPtr> Projectors;                        //CPF_Native
	TArray<struct FStaticMeshProjectorRenderInfoPtr> StaticMeshProjectors;    //CPF_Native
	class UMaterial* Texture;                                                 //CPF_Edit|CPF_Net
	class UStaticMeshInstance* StaticMeshInstance;                            //0
	class UModel* Brush;                                                      //CPF_ExportObject
	FLOAT DrawScale;                                                          //CPF_Edit|CPF_Net
	class FVector DrawScale3D;                                                //CPF_Edit
	class FVector PrePivot;                                                   //CPF_Edit|CPF_Net
	TArray<class UMaterial*> Skins;                                           //CPF_Edit|CPF_NeedCtorLink
	class UMaterial* RepSkin;                                                 //CPF_Net
	BYTE AmbientGlow;                                                         //CPF_Edit|CPF_Net
	BYTE MaxLights;                                                           //CPF_Edit
	BYTE UV2Mode;                                                             //CPF_Edit
	class UConvexVolume* AntiPortal;                                          //CPF_Edit
	class UMaterial* UV2Texture;                                              //CPF_Edit
	FLOAT ScaleGlow;                                                          //CPF_Edit
	BYTE SurfaceType;                                                         //CPF_Edit
	BYTE Style;                                                               //CPF_Edit|CPF_Net
	BITFIELD bUnlit : 1;                                                      //CPF_Edit|CPF_Net
	BITFIELD bShadowCast : 1;                                                 //CPF_Edit
	BITFIELD bStaticLighting : 1;                                             //CPF_Edit
	BITFIELD bUseLightingFromBase : 1;                                        //CPF_Edit
	BITFIELD bHurtEntry : 1;                                                  //0
	BITFIELD bGameRelevant : 1;                                               //CPF_Edit
	BITFIELD bCollideWhenPlacing : 1;                                         //CPF_Edit
	BITFIELD bTravel : 1;                                                     //0
	BITFIELD bMovable : 1;                                                    //CPF_Edit
	BITFIELD bDestroyInPainVolume : 1;                                        //0
	BITFIELD bCanBeDamaged : 1;                                               //0
	BITFIELD bShouldBaseAtStartup : 1;                                        //CPF_Edit
	BITFIELD bPendingDelete : 1;                                              //0
	BITFIELD bAnimByOwner : 1;                                                //0
	BITFIELD bOwnerNoSee : 1;                                                 //0
	BITFIELD bCanTeleport : 1;                                                //CPF_Edit
	BITFIELD bClientAnim : 1;                                                 //0
	BITFIELD bDisturbFluidSurface : 1;                                        //0
	FLOAT FluidSurfaceShootStrengthMod;                                       //0
	BITFIELD bAlwaysTick : 1;                                                 //0
	BITFIELD bFullVolume : 1;                                                 //CPF_Edit
	BITFIELD bNotifyLocalPlayerTeamReceived : 1;                              //0
	BITFIELD bHardAttach : 1;                                                 //CPF_Edit
	BITFIELD bForceSkelUpdate : 1;                                            //0
	BITFIELD bClientAuthoritative : 1;                                        //0
	BYTE SoundVolume;                                                         //CPF_Edit|CPF_Net
	BYTE SoundPitch;                                                          //CPF_Edit|CPF_Net
	BYTE SoundOcclusion;                                                      //CPF_Edit
	FLOAT SoundRadius;                                                        //CPF_Edit|CPF_Net
	FLOAT TransientSoundVolume;                                               //CPF_Edit
	FLOAT TransientSoundRadius;                                               //CPF_Edit
	FLOAT CollisionRadius;                                                    //CPF_Edit|CPF_Net
	FLOAT CollisionHeight;                                                    //CPF_Edit|CPF_Net
	BITFIELD bCollideActors : 1;                                              //CPF_Edit|CPF_Net
	BITFIELD bCollideWorld : 1;                                               //CPF_Net
	BITFIELD bBlockActors : 1;                                                //CPF_Edit|CPF_Net
	BITFIELD bBlockPlayers : 1;                                               //0
	BITFIELD bBlockProjectiles : 1;                                           //0
	BITFIELD bProjTarget : 1;                                                 //CPF_Edit|CPF_Net
	BITFIELD bBlockZeroExtentTraces : 1;                                      //CPF_Edit
	BITFIELD bBlockNonZeroExtentTraces : 1;                                   //CPF_Edit
	BITFIELD bAutoAlignToTerrain : 1;                                         //CPF_Edit
	BITFIELD bUseCylinderCollision : 1;                                       //CPF_Edit
	BITFIELD bBlockKarma : 1;                                                 //CPF_Edit
	BITFIELD bBlocksTeleport : 1;                                             //0
	BITFIELD bAlwaysFaceCamera : 1;                                           //CPF_Edit
	BITFIELD bNetNotify : 1;                                                  //0
	BITFIELD bClientTrigger : 1;                                              //CPF_Net
	BITFIELD bUseCollisionStaticMesh : 1;                                     //0
	BITFIELD bSmoothKarmaStateUpdates : 1;                                    //0
	BITFIELD bIgnoreOutOfWorld : 1;                                           //0
	BITFIELD bBounce : 1;                                                     //CPF_Edit
	BITFIELD bFixedRotationDir : 1;                                           //CPF_Edit|CPF_Net
	BITFIELD bRotateToDesired : 1;                                            //CPF_Edit|CPF_Net
	BITFIELD bIgnoreTerminalVelocity : 1;                                     //CPF_Edit
	BITFIELD bOrientToVelocity : 1;                                           //CPF_Edit
	BITFIELD bInterpolating : 1;                                              //0
	BITFIELD bJustTeleported : 1;                                             //0
	FLOAT Mass;                                                               //CPF_Edit
	FLOAT Buoyancy;                                                           //CPF_Edit
	class FRotator RotationRate;                                              //CPF_Edit|CPF_Net
	class FRotator DesiredRotation;                                           //CPF_Edit|CPF_Net
	class AActor* PendingTouch;                                               //0
	class FVector ColLocation;                                                //0
	FName ExcludeTag[8];                                                      //CPF_Edit
	class UKarmaParamsCollision* KParams;                                     //CPF_Edit|CPF_ExportObject|CPF_NeedCtorLink|CPF_0x04000000
	INT KStepTag;                                                             //CPF_Native
	FLOAT AccumKarmaAngleError;                                               //0
	struct FAnimRep SimAnim;                                                  //CPF_Net
	BYTE ForceType;                                                           //CPF_Edit
	FLOAT ForceRadius;                                                        //CPF_Edit
	FLOAT ForceScale;                                                         //CPF_Edit
	FLOAT ForceNoise;                                                         //CPF_Edit
	BITFIELD bNetInitial : 1;                                                 //0
	BITFIELD bNetOwner : 1;                                                   //CPF_Net
	BITFIELD bNetRelevant : 1;                                                //0
	BITFIELD bDemoRecording : 1;                                              //0
	BITFIELD bClientDemoRecording : 1;                                        //0
	BITFIELD bRepClientDemo : 1;                                              //0
	BITFIELD bClientDemoNetFunc : 1;                                          //0
	BITFIELD bDemoOwner : 1;                                                  //0
	BITFIELD bNoRepMesh : 1;                                                  //0
	BITFIELD bNotOnDedServer : 1;                                             //0
	BITFIELD bAlreadyPrecachedMaterials : 1;                                  //0
	BITFIELD bAlreadyPrecachedMeshes : 1;                                     //0
	BITFIELD bHiddenEd : 1;                                                   //CPF_Edit
	BITFIELD bHiddenEdGroup : 1;                                              //CPF_Edit
	BITFIELD bDirectional : 1;                                                //CPF_Edit
	BITFIELD bSelected : 1;                                                   //0
	BITFIELD bEdShouldSnap : 1;                                               //CPF_Edit
	BITFIELD bEdSnap : 1;                                                     //CPF_Transient
	BITFIELD bTempEditor : 1;                                                 //CPF_Transient
	BITFIELD bObsolete : 1;                                                   //0
	BITFIELD bPathColliding : 1;                                              //CPF_Edit
	BITFIELD bPathTemp : 1;                                                   //CPF_Transient
	BITFIELD bScriptInitialized : 1;                                          //0
	BITFIELD bLockLocation : 1;                                               //CPF_Edit
	BITFIELD bTraceWater : 1;                                                 //0
	class UClass* MessageClass;                                               //0
	FLOAT OverlayTimer;                                                       //CPF_Edit|CPF_Net
	FLOAT ClientOverlayTimer;                                                 //CPF_Edit|CPF_Transient
	FLOAT ClientOverlayCounter;                                               //CPF_Edit|CPF_Transient
	class UMaterial* HighDetailOverlay;                                       //0
	virtual ~AActor();
	virtual void ProcessEvent(class UFunction *, void *, void *);
	virtual void ProcessState(FLOAT);
	virtual INT ProcessRemoteFunction(class UFunction *, void *, struct FFrame *);
	virtual void PostLoad();
	virtual void Destroy();
	virtual void Serialize(class FArchive &);
	virtual INT IsPendingKill();
	virtual void ScriptInit(class ALevelInfo *);
	virtual void InitExecution();
	virtual void PostEditChange();
	virtual void PreEditUndo();
	virtual void PostEditUndo();
	virtual void NetDirty(class UProperty *);
	virtual void ExecutingBadStateCode(struct FFrame &);
	virtual INT * GetOptimizedRepList(BYTE *, struct FPropertyRetirement *, INT *, class UPackageMap *, class UActorChannel *);
	virtual INT IsJoinedTo(class AActor const *) const;
	virtual INT ShouldUpdateRelativeLocation();
	virtual void DoCleanup();
	virtual FLOAT GetNetPriority(class FVector &, class FVector &, class AActor *, FLOAT, FLOAT);
	virtual FLOAT WorldLightRadius() const;
	virtual INT Tick(FLOAT, enum ELevelTick);
	virtual void PostEditMove();
	virtual void PostEditLoad();
	virtual void PreRaytrace();
	virtual void PostRaytrace();
	virtual void Spawned();
	virtual void PreNetReceive();
	virtual void PostNetReceive();
	virtual void PostNetReceiveLocation();
	virtual class UMaterial * GetSkin(INT);
	virtual INT ShouldTickInEntry();
	virtual class FCoords ToLocal() const;
	virtual class FCoords ToWorld() const;
	virtual class FMatrix LocalToWorld() const;
	virtual class FMatrix WorldToLocal() const;
	virtual void PostScriptDestroyed();
	virtual void CleanupSubObjects();
	virtual INT ShouldTrace(class AActor *, DWORD);
	virtual class UPrimitive * GetPrimitive();
	virtual void NotifyBump(class AActor *);
	virtual void SetBase(class AActor *, class FVector, INT);
	virtual void NotifyAnimEnd(INT);
	virtual void NotifyLIPSincAnimEnd();
	virtual void UpdateAnimation(FLOAT);
	virtual void StartAnimPoll();
	virtual INT CheckAnimFinished(INT);
	virtual INT CheckOwnerUpdated();
	virtual void TickAuthoritative(FLOAT);
	virtual void TickSimulated(FLOAT);
	virtual void TickSpecial(FLOAT);
	virtual INT PlayerControlled();
	virtual INT IsNetRelevantFor(class APlayerController *, class AActor *, class FVector);
	virtual INT DelayScriptReplication(FLOAT);
	virtual void RenderEditorInfo(class FLevelSceneNode *, class FRenderInterface *, class FDynamicActor *);
	virtual void RenderEditorSelected(class FLevelSceneNode *, class FRenderInterface *, class FDynamicActor *);
	virtual FLOAT GetAmbientVolume(FLOAT);
	virtual void SetZone(INT, INT);
	virtual void SetVolumes();
	virtual void SetVolumes(class TArray<class AVolume *> const &);
	virtual void PostBeginPlay();
	virtual void setPhysics(BYTE, class AActor *, class FVector);
	virtual void performPhysics(FLOAT);
	virtual void BoundProjectileVelocity();
	virtual void processHitWall(class FVector, class AActor *);
	virtual void processLanded(class FVector, class AActor *, FLOAT, INT);
	virtual void physFalling(FLOAT, INT);
	virtual void physWalking(FLOAT, INT);
	virtual void physFlying(FLOAT, INT);
	virtual class FRotator FindSlopeRotation(class FVector, class FRotator);
	virtual void SmoothHitWall(class FVector, class AActor *);
	virtual void stepUp(class FVector, class FVector, class FVector, struct FCheckResult &);
	virtual INT ShrinkCollision(class AActor *, class FVector const &);
	virtual struct _McdModel * getKModel() const;
	virtual void physKarma(FLOAT);
	virtual void preKarmaStep(FLOAT);
	virtual void postKarmaStep();
	virtual void preContactUpdate();
	virtual INT KRepulsorsShouldHit(class AActor *);
	virtual INT ReachedBy(class APawn *, class FVector);
	virtual INT NoReachDistance();
	virtual INT AddMyMarker(class AActor *);
	virtual void ClearMarker();
	virtual class AActor * AssociatedLevelGeometry();
	virtual INT HasAssociatedLevelGeometry(class AActor *);
	virtual class FVector GetDestination(class AController *);
	virtual INT PlayAnim(INT, class FName, FLOAT, FLOAT, INT);
	virtual class FVector GetRootLocation();
	virtual void CheckForErrors();
	virtual void PrePath();
	virtual void PostPath();
	virtual class AActor * GetProjectorBase();
	virtual INT IsABrush();
	virtual INT IsAMover();
	virtual INT IsAVolume();
	virtual void PostRender(class FLevelSceneNode *, class FRenderInterface *);
	virtual class APlayerController * GetAPlayerController();
	virtual class APawn * GetAPawn();
	virtual class AProjectile * GetAProjectile();
	virtual class AMover * GetAMover();
	virtual class APlayerController * GetTopPlayerController();
	AActor(class AActor const &);
	AActor();
	void AttachProjector(class AProjector *);
	INT AttachToBone(class AActor *, class FName);
	void BeginTouch(class AActor *);
	void CheckNoiseHearing(FLOAT);
	void ClearOctreeData();
	void ClearRenderData();
	INT DetachFromBone(class AActor *);
	void DetachProjector(class AProjector *);
	void EndTouch(class AActor *, INT);
	void FindBase();
	class FDynamicActor * GetActorRenderData();
	class AActor * GetAmbientLightingActor();
	class FVector GetCylinderExtent() const;
	class AActor * GetHitActor();
	class ULevel * GetLevel() const;
	class FDynamicLight * GetLightRenderData();
	void GetNetBuoyancy(FLOAT &, FLOAT &);
	class APawn * GetPlayerPawn() const;
	class AActor * GetTopOwner();
	class FRotator GetViewRotation();
	static void CDECL InternalConstructor(void *);
	INT IsAnimating(INT) const;
	INT IsBasedOn(class AActor const *) const;
	INT IsBlockedBy(class AActor const *) const;
	INT IsBrush() const;
	INT IsEncroacher() const;
	INT IsHiddenEd();
	INT IsInOctree();
	INT IsInZone(class AZoneInfo const *) const;
	INT IsMovingBrush() const;
	INT IsOverlapping(class AActor *, struct FCheckResult *);
	INT IsOwnedBy(class AActor const *) const;
	INT IsPlayer() const;
	INT IsStaticBrush() const;
	INT IsVolumeBrush() const;
	void KAddAngularImpulse(class FVector);
	void KAddForces(class FVector, class FVector);
	void KAddImpulse(class FVector, class FVector, class FName);
	void KDrawRigidBodyState(struct _FKRigidBodyState *, INT);
	void KFreezeRagdoll();
	void KGetRigidBodyState(struct _FKRigidBodyState *);
	INT KIsAwake();
	void KWake();
	FLOAT LifeFraction();
	void PlayReplicatedAnim();
	void ProcessDemoRecFunction(class UFunction *, void *, struct FFrame *);
	void ReplicateAnim(INT, class FName, FLOAT, FLOAT, FLOAT, FLOAT, INT);
	void SetCollision(INT, INT);
	void SetCollisionSize(FLOAT, FLOAT);
	void SetDrawScale(FLOAT);
	void SetDrawScale3D(class FVector);
	void SetDrawType(enum EDrawType);
	void SetOwner(class AActor *);
	void SetStaticMesh(class UStaticMesh *);
	static class UClass * CDECL StaticClass();
	class FVector SuggestFallVelocity(class FVector, class FVector, FLOAT, FLOAT, FLOAT, FLOAT);
	INT TestCanSeeMe(class APlayerController *);
	void TextToSpeech(class FString const &, FLOAT);
	void TwoWallAdjust(class FVector &, class FVector &, class FVector &, class FVector &, FLOAT);
	void UpdateOverlay(FLOAT);
	void UpdateRelativeRotation();
	void UpdateRenderData();
	void UpdateTimers(FLOAT);
	void eventAnimEnd(INT);
	void eventAttach(class AActor *);
	void eventBaseChange();
	void eventBeginEvent();
	void eventBeginPlay();
	void eventBroadcastLocalizedMessage(class UClass *, INT, class APlayerReplicationInfo *, class APlayerReplicationInfo *, class UObject *);
	void eventBump(class AActor *);
	void eventClientTrigger();
	void eventDemoPlaySound(class USound *, BYTE, FLOAT, DWORD, FLOAT, FLOAT, DWORD);
	void eventDestroyed();
	void eventDetach(class AActor *);
	void eventEncroachedBy(class AActor *);
	DWORD eventEncroachingOn(class AActor *);
	void eventEndEvent();
	void eventEndedRotation();
	void eventFalling();
	void eventFellOutOfWorld(BYTE);
	void eventFinishedInterpolation();
	void eventGainedChild(class AActor *);
	void eventHitWall(class FVector, class AActor *);
	void eventKApplyForce(class FVector &, class FVector &);
	void eventKImpact(class AActor *, class FVector, class FVector, class FVector);
	void eventKSkelConvulse();
	DWORD eventKUpdateState(struct _FKRigidBodyState &);
	void eventKVelDropBelow();
	void eventKilledBy(class APawn *);
	void eventLIPSincAnimEnd();
	void eventLanded(class FVector);
	void eventLostChild(class AActor *);
	void eventPhysicsVolumeChange(class APhysicsVolume *);
	void eventPostBeginPlay();
	void eventPostLoadSavedGame();
	void eventPostNetBeginPlay();
	void eventPostNetReceive();
	void eventPostTeleport(class ATeleporter *);
	void eventPostTouch(class AActor *);
	void eventPreBeginPlay();
	void eventPreSaveGame();
	DWORD eventPreTeleport(class ATeleporter *);
	void eventRanInto(class AActor *);
	void eventRecoverFromBadStateCode();
	void eventRenderTexture(class UScriptedTexture *);
	void eventSetInitialState();
	class AActor * eventSpecialHandling(class APawn *);
	void eventTakeDamage(INT, class APawn *, class FVector, class FVector, class UClass *);
	void eventTick(FLOAT);
	void eventTimer();
	void eventTornOff();
	void eventTouch(class AActor *);
	void eventTravelPostAccept();
	void eventTravelPreAccept();
	void eventTrigger(class AActor *, class APawn *);
	void eventTriggerEvent(class FName, class AActor *, class APawn *);
	void eventUnTouch(class AActor *);
	void eventUnTrigger(class AActor *, class APawn *);
	void eventUsedBy(class APawn *);
	void eventZoneChange(class AZoneInfo *);
	void execAddToPackageMap(struct FFrame &, void * const);
	void execAdd_ColorColor(struct FFrame &, void * const);
	void execAdjustVolume(struct FFrame &, void * const);
	void execAllActors(struct FFrame &, void * const);
	void execAllowMusicPlayback(struct FFrame &, void * const);
	void execAnimBlendParams(struct FFrame &, void * const);
	void execAnimBlendToAlpha(struct FFrame &, void * const);
	void execAnimIsInGroup(struct FFrame &, void * const);
	void execAnimStopLooping(struct FFrame &, void * const);
	void execAttachToBone(struct FFrame &, void * const);
	void execAutonomousPhysics(struct FFrame &, void * const);
	void execBasedActors(struct FFrame &, void * const);
	void execBoneRefresh(struct FFrame &, void * const);
	void execChangeBaseParamsFeedbackEffect(struct FFrame &, void * const);
	void execChangeSpringFeedbackEffect(struct FFrame &, void * const);
	void execChildActors(struct FFrame &, void * const);
	void execClearStayingDebugLines(struct FFrame &, void * const);
	void execClock(struct FFrame &, void * const);
	void execCollidingActors(struct FFrame &, void * const);
	void execConsoleCommand(struct FFrame &, void * const);
	void execCopyObjectToClipboard(struct FFrame &, void * const);
	void execCurrentLIPSincAnim(struct FFrame &, void * const);
	void execDebugClock(struct FFrame &, void * const);
	void execDebugUnclock(struct FFrame &, void * const);
	void execDemoPlaySound(struct FFrame &, void * const);
	void execDestroy(struct FFrame &, void * const);
	void execDetachFromBone(struct FFrame &, void * const);
	void execDrawDebugCircle(struct FFrame &, void * const);
	void execDrawDebugLine(struct FFrame &, void * const);
	void execDrawDebugSphere(struct FFrame &, void * const);
	void execDrawStayingDebugLine(struct FFrame &, void * const);
	void execDynamicActors(struct FFrame &, void * const);
	void execEnableChannelNotify(struct FFrame &, void * const);
	void execError(struct FFrame &, void * const);
	void execFastTrace(struct FFrame &, void * const);
	void execFinishAnim(struct FFrame &, void * const);
	void execFinishInterpolation(struct FFrame &, void * const);
	void execForceFeedbackSupported(struct FFrame &, void * const);
	void execFreezeAnimAt(struct FFrame &, void * const);
	void execGetAllInt(struct FFrame &, void * const);
	void execGetAllIntDesc(struct FFrame &, void * const);
	void execGetAnimParams(struct FFrame &, void * const);
	void execGetBoneCoords(struct FFrame &, void * const);
	void execGetBoneRotation(struct FFrame &, void * const);
	void execGetCacheEntry(struct FFrame &, void * const);
	void execGetClosestBone(struct FFrame &, void * const);
	void execGetMapName(struct FFrame &, void * const);
	void execGetMeshName(struct FFrame &, void * const);
	void execGetNextInt(struct FFrame &, void * const);
	void execGetNextIntDesc(struct FFrame &, void * const);
	void execGetNextSkin(struct FFrame &, void * const);
	void execGetNotifyChannel(struct FFrame &, void * const);
	void execGetRenderBoundingSphere(struct FFrame &, void * const);
	void execGetRootLocation(struct FFrame &, void * const);
	void execGetRootLocationDelta(struct FFrame &, void * const);
	void execGetRootRotation(struct FFrame &, void * const);
	void execGetRootRotationDelta(struct FFrame &, void * const);
	void execGetSoundDuration(struct FFrame &, void * const);
	void execGetURLMap(struct FFrame &, void * const);
	void execGetUrlOption(struct FFrame &, void * const);
	void execHasAnim(struct FFrame &, void * const);
	void execHasLIPSincAnim(struct FFrame &, void * const);
	void execIsAnimating(struct FFrame &, void * const);
	void execIsJoinedTo(struct FFrame &, void * const);
	void execIsPlayingLIPSincAnim(struct FFrame &, void * const);
	void execIsTweening(struct FFrame &, void * const);
	void execKAddAngularImpulse(struct FFrame &, void * const);
	void execKAddBoneLifter(struct FFrame &, void * const);
	void execKAddImpulse(struct FFrame &, void * const);
	void execKDisableCollision(struct FFrame &, void * const);
	void execKDrawRigidBodyState(struct FFrame &, void * const);
	void execKEnableCollision(struct FFrame &, void * const);
	void execKFreezeRagdoll(struct FFrame &, void * const);
	void execKGetActorGravScale(struct FFrame &, void * const);
	void execKGetCOMOffset(struct FFrame &, void * const);
	void execKGetCOMPosition(struct FFrame &, void * const);
	void execKGetDampingProps(struct FFrame &, void * const);
	void execKGetFriction(struct FFrame &, void * const);
	void execKGetImpactThreshold(struct FFrame &, void * const);
	void execKGetInertiaTensor(struct FFrame &, void * const);
	void execKGetMass(struct FFrame &, void * const);
	void execKGetRBQuaternion(struct FFrame &, void * const);
	void execKGetRestitution(struct FFrame &, void * const);
	void execKGetRigidBodyState(struct FFrame &, void * const);
	void execKGetSimParams(struct FFrame &, void * const);
	void execKGetSkelMass(struct FFrame &, void * const);
	void execKIsAwake(struct FFrame &, void * const);
	void execKIsRagdollAvailable(struct FFrame &, void * const);
	void execKMakeRagdollAvailable(struct FFrame &, void * const);
	void execKRBVecFromVector(struct FFrame &, void * const);
	void execKRBVecToVector(struct FFrame &, void * const);
	void execKRemoveAllBoneLifters(struct FFrame &, void * const);
	void execKRemoveLifterFromBone(struct FFrame &, void * const);
	void execKScaleJointLimits(struct FFrame &, void * const);
	void execKSetActorGravScale(struct FFrame &, void * const);
	void execKSetBlockKarma(struct FFrame &, void * const);
	void execKSetCOMOffset(struct FFrame &, void * const);
	void execKSetDampingProps(struct FFrame &, void * const);
	void execKSetFriction(struct FFrame &, void * const);
	void execKSetImpactThreshold(struct FFrame &, void * const);
	void execKSetInertiaTensor(struct FFrame &, void * const);
	void execKSetMass(struct FFrame &, void * const);
	void execKSetRestitution(struct FFrame &, void * const);
	void execKSetSimParams(struct FFrame &, void * const);
	void execKSetSkelVel(struct FFrame &, void * const);
	void execKSetStayUpright(struct FFrame &, void * const);
	void execKSetStayUprightParams(struct FFrame &, void * const);
	void execKWake(struct FFrame &, void * const);
	void execLinkMesh(struct FFrame &, void * const);
	void execLinkSkelAnim(struct FFrame &, void * const);
	void execLockRootMotion(struct FFrame &, void * const);
	void execLoopAnim(struct FFrame &, void * const);
	void execMakeNoise(struct FFrame &, void * const);
	void execMove(struct FFrame &, void * const);
	void execMoveCacheEntry(struct FFrame &, void * const);
	void execMoveSmooth(struct FFrame &, void * const);
	void execMultiply_ColorFloat(struct FFrame &, void * const);
	void execMultiply_FloatColor(struct FFrame &, void * const);
	void execOnlyAffectPawns(struct FFrame &, void * const);
	void execPauseStream(struct FFrame &, void * const);
	void execPlayAnim(struct FFrame &, void * const);
	void execPlayFeedbackEffect(struct FFrame &, void * const);
	void execPlayLIPSincAnim(struct FFrame &, void * const);
	void execPlayMusic(struct FFrame &, void * const);
	void execPlayOwnedSound(struct FFrame &, void * const);
	void execPlaySound(struct FFrame &, void * const);
	void execPlayStream(struct FFrame &, void * const);
	void execPlayerCanSeeMe(struct FFrame &, void * const);
	void execPollFinishAnim(struct FFrame &, void * const);
	void execPollFinishInterpolation(struct FFrame &, void * const);
	void execPollSleep(struct FFrame &, void * const);
	void execRadiusActors(struct FFrame &, void * const);
	void execResetStaticFilterState(struct FFrame &, void * const);
	void execSeekStream(struct FFrame &, void * const);
	void execSetAnimFrame(struct FFrame &, void * const);
	void execSetBase(struct FFrame &, void * const);
	void execSetBoneDirection(struct FFrame &, void * const);
	void execSetBoneLocation(struct FFrame &, void * const);
	void execSetBoneRotation(struct FFrame &, void * const);
	void execSetBoneScale(struct FFrame &, void * const);
	void execSetCollision(struct FFrame &, void * const);
	void execSetCollisionSize(struct FFrame &, void * const);
	void execSetDrawScale(struct FFrame &, void * const);
	void execSetDrawScale3D(struct FFrame &, void * const);
	void execSetDrawType(struct FFrame &, void * const);
	void execSetLocation(struct FFrame &, void * const);
	void execSetOwner(struct FFrame &, void * const);
	void execSetPhysics(struct FFrame &, void * const);
	void execSetRelativeLocation(struct FFrame &, void * const);
	void execSetRelativeRotation(struct FFrame &, void * const);
	void execSetRotation(struct FFrame &, void * const);
	void execSetStaticMesh(struct FFrame &, void * const);
	void execSetTimer(struct FFrame &, void * const);
	void execShouldBeHidden(struct FFrame &, void * const);
	void execSleep(struct FFrame &, void * const);
	void execSpawn(struct FFrame &, void * const);
	void execStopAllMusic(struct FFrame &, void * const);
	void execStopAnimating(struct FFrame &, void * const);
	void execStopFeedbackEffect(struct FFrame &, void * const);
	void execStopLIPSincAnim(struct FFrame &, void * const);
	void execStopMusic(struct FFrame &, void * const);
	void execStopStream(struct FFrame &, void * const);
	void execSubtract_ColorColor(struct FFrame &, void * const);
	void execSuggestFallVelocity(struct FFrame &, void * const);
	void execTextToSpeech(struct FFrame &, void * const);
	void execTouchingActors(struct FFrame &, void * const);
	void execTrace(struct FFrame &, void * const);
	void execTraceActors(struct FFrame &, void * const);
	void execTraceThisActor(struct FFrame &, void * const);
	void execTweenAnim(struct FFrame &, void * const);
	void execUnClock(struct FFrame &, void * const);
	void execUpdateURL(struct FFrame &, void * const);
	void execVisibleActors(struct FFrame &, void * const);
	void execVisibleCollidingActors(struct FFrame &, void * const);
	INT fixedTurn(INT, INT, INT);
	INT moveSmooth(class FVector);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class AActor & operator=(class AActor const &);
	void physKarmaRagDoll(FLOAT);
	void physKarmaRagDoll_internal(FLOAT);
	void physKarma_internal(FLOAT);
	void physProjectile(FLOAT, INT);
	void physRootMotion(FLOAT);
	void physTrailer(FLOAT);
	void physicsRotation(FLOAT);
	void postKarmaStep_skeletal();
	void preKarmaStep_skeletal(FLOAT);
private:
	static class UClass PrivateStaticClass();
};
/*
enum ESurfaceTypes{
	 EST_Default=0
	,EST_Rock=1
	,EST_Dirt=2
	,EST_Metal=3
	,EST_Wood=4
	,EST_Plant=5
	,EST_Flesh=6
	,EST_Ice=7
	,EST_Snow=8
	,EST_Water=9
	,EST_Glass=10
	,EST_Custom00=11
	,EST_Custom01=12
	,EST_Custom02=13
	,EST_Custom03=14
	,EST_Custom04=15
	,EST_Custom05=16
	,EST_Custom06=17
	,EST_Custom07=18
	,EST_Custom08=19
	,EST_Custom09=20
	,EST_Custom10=21
	,EST_Custom11=22
	,EST_Custom12=23
	,EST_Custom13=24
	,EST_Custom14=25
	,EST_Custom15=26
	,EST_Custom16=27
	,EST_Custom17=28
	,EST_Custom18=29
	,EST_Custom19=30
	,EST_Custom20=31
	,EST_Custom21=32
	,EST_Custom22=33
	,EST_Custom23=34
	,EST_Custom24=35
	,EST_Custom25=36
	,EST_Custom26=37
	,EST_Custom27=38
	,EST_Custom28=39
	,EST_Custom29=40
	,EST_Custom30=41
	,EST_Custom31=42
};
*/
struct UMaterial_execMaterialVSize_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UMaterial_execMaterialUSize_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UMaterial_execTrigger_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class AActor* EventInstigator;                                            //CPF_Parm
};
struct UMaterial_execReset_Parms
{
};

// *****************************************************************************
// UMaterial (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UMaterial : public UObject
{
public:
	class UMaterial* FallbackMaterial;                                        //CPF_Edit
	class UMaterial* DefaultMaterial;                                         //0
	BITFIELD UseFallback : 1;                                                 //CPF_Transient
	BITFIELD Validated : 1;                                                   //CPF_Transient
	BYTE SurfaceType;                                                         //CPF_Edit
	INT MaterialType;                                                         //0
	virtual ~UMaterial();
	virtual void Serialize(class FArchive &);
	virtual INT CheckCircularReferences(class TArray<class UMaterial *> &);
	virtual INT GetValidated();
	virtual void SetValidated(INT);
	virtual void PreSetMaterial(FLOAT);
	virtual INT MaterialUSize();
	virtual INT MaterialVSize();
	virtual INT RequiresSorting();
	virtual INT IsTransparent();
	virtual BYTE RequiredUVStreams();
	virtual INT RequiresNormal();
	virtual class UMaterial * CheckFallback();
	virtual INT HasFallback();
	static void CDECL ClearFallbacks();
	class UMaterial * ConvertPolyFlagsToMaterial(class UMaterial *, DWORD);
	static class UClass * CDECL StaticClass();
	UMaterial(class UMaterial const &);
	UMaterial();
	void execMaterialUSize(struct FFrame &, void * const);
	void execMaterialVSize(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UMaterial & operator=(class UMaterial const &);
private:
	static class UClass PrivateStaticClass();
};

struct FIteratorActorList : public FIteratorList
{
	// Variables.
	AActor* Actor;

	// Functions.
	FIteratorActorList()
	{}
	FIteratorActorList( FIteratorActorList* InNext, AActor* InActor )
	:	FIteratorList	(InNext)
	,	Actor			(InActor)
	{}
	FIteratorActorList* GetNext()
	{ return (FIteratorActorList*) Next; }
};

//
// Results from a collision check.
//
struct FCheckResult : public FIteratorActorList
{
	// Variables.
	FVector		Location;   // Location of the hit in coordinate system of the returner.
	FVector		Normal;     // Normal vector in coordinate system of the returner. Zero=none.
	UPrimitive*	Primitive;  // Actor primitive which was hit, or NULL=none.
	FLOAT       Time;       // Time until hit, if line check.
	INT			Item;       // Primitive data item which was hit, INDEX_NONE=none.

	// Functions.
	FCheckResult()
	{}
	FCheckResult( FLOAT InTime, FCheckResult* InNext=NULL )
	:	FIteratorActorList( InNext, NULL )
	,	Location	(0,0,0)
	,	Normal		(0,0,0)
	,	Primitive	(NULL)
	,	Time		(InTime)
	,	Item		(INDEX_NONE)
	{}
	FCheckResult*& GetNext()
		{ return *(FCheckResult**)&Next; }
	friend QSORT_RETURN CDECL CompareHits( const FCheckResult* A, const FCheckResult* B )
		{ return A->Time<B->Time ? -1 : A->Time>B->Time ? 1 : 0; }
};


// *****************************************************************************
// UPrimitive (Class From Unreal)
// *****************************************************************************

class DLL_IMPORT UPrimitive : public UObject
{
public:
	virtual ~UPrimitive();
	virtual void Serialize(class FArchive &);
	virtual INT PointCheck(struct FCheckResult &, class AActor *, class FVector const &, class FVector const &, DWORD);
	virtual INT LineCheck(struct FCheckResult &, class AActor *, class FVector const &, class FVector const &, class FVector const &, DWORD, DWORD);
	virtual class FBox GetRenderBoundingBox(class AActor const *);
	virtual class FSphere GetRenderBoundingSphere(class AActor const *);
	virtual class FBox GetCollisionBoundingBox(class AActor const *) const;
	virtual INT UseCylinderCollision(class AActor const *);
	virtual void Illuminate(class AActor *, INT);
	virtual class FVector GetEncroachExtent(class AActor *);
	virtual class FVector GetEncroachCenter(class AActor *);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UPrimitive(class UPrimitive const &);
	UPrimitive();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UPrimitive & operator=(class UPrimitive const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// URenderedMaterial (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT URenderedMaterial : public UMaterial
{
public:
	INT renderedmaterial_dummy;                                               //0
	virtual ~URenderedMaterial();
	static class UClass * CDECL StaticClass();
	URenderedMaterial(class URenderedMaterial const &);
	URenderedMaterial();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class URenderedMaterial & operator=(class URenderedMaterial const &);
private:
	static class UClass PrivateStaticClass();
};
struct UModifier_execTrigger_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class AActor* EventInstigator;                                            //CPF_Parm
};
struct UModifier_execReset_Parms
{
};

// *****************************************************************************
// UModifier (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UModifier : public UMaterial
{
public:
	class UMaterial* Material;                                                //CPF_Edit|CPF_0x04000000|CPF_0x10000000
	virtual ~UModifier();
	virtual void PostEditChange();
	virtual INT CheckCircularReferences(class TArray<class UMaterial *> &);
	virtual void PreSetMaterial(FLOAT);
	virtual INT MaterialUSize();
	virtual INT MaterialVSize();
	virtual INT RequiresSorting();
	virtual INT IsTransparent();
	virtual BYTE RequiredUVStreams();
	virtual INT RequiresNormal();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UModifier(class UModifier const &);
	UModifier();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UModifier & operator=(class UModifier const &);
private:
	static class UClass PrivateStaticClass();
};
struct ANavigationPoint_execPlayerToucherDied_Parms
{
	class APawn* P;                                                           //CPF_Parm
};
struct ANavigationPoint_execMoverClosed_Parms
{
};
struct ANavigationPoint_execMoverOpened_Parms
{
};
struct ANavigationPoint_execProceedWithMove_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ANavigationPoint_eventSuggestMovePreparation_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ANavigationPoint_eventDetourWeight_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	FLOAT PathWeight;                                                         //CPF_Parm
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ANavigationPoint_eventAccept_Parms
{
	class AActor* Incoming;                                                   //CPF_Parm
	class AActor* Source;                                                     //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ANavigationPoint_eventSpecialCost_Parms
{
	class APawn* Seeker;                                                      //CPF_Parm
	class UReachSpec* Path;                                                   //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ANavigationPoint_execSetBaseVisibility_Parms
{
	INT BaseNum;                                                              //CPF_Parm
	class ANavigationPoint* N;                                                //0
};
struct ANavigationPoint_execSetBaseDistance_Parms
{
	INT BaseNum;                                                              //CPF_Parm
};
struct ANavigationPoint_execPostBeginPlay_Parms
{
	INT i;                                                                    //0
};

// *****************************************************************************
// ANavigationPoint (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ANavigationPoint : public AActor
{
public:
	BITFIELD bEndPoint : 1;                                                   //CPF_Transient
	BITFIELD bTransientEndPoint : 1;                                          //CPF_Transient
	BITFIELD bHideEditorPaths : 1;                                            //CPF_Transient
	BITFIELD bCanReach : 1;                                                   //CPF_Transient
	BITFIELD taken : 1;                                                       //0
	BITFIELD bBlocked : 1;                                                    //CPF_Edit
	BITFIELD bPropagatesSound : 1;                                            //CPF_Edit
	BITFIELD bOneWayPath : 1;                                                 //CPF_Edit
	BITFIELD bNeverUseStrafing : 1;                                           //CPF_Edit
	BITFIELD bAlwaysUseStrafing : 1;                                          //CPF_Edit
	BITFIELD bForceNoStrafing : 1;                                            //0
	BITFIELD bAutoBuilt : 1;                                                  //0
	BITFIELD bSpecialMove : 1;                                                //0
	BITFIELD bNoAutoConnect : 1;                                              //0
	BITFIELD bNotBased : 1;                                                   //0
	BITFIELD bPathsChanged : 1;                                               //0
	BITFIELD bDestinationOnly : 1;                                            //0
	BITFIELD bSourceOnly : 1;                                                 //0
	BITFIELD bSpecialForced : 1;                                              //0
	BITFIELD bMustBeReachable : 1;                                            //0
	BITFIELD bBlockable : 1;                                                  //0
	BITFIELD bFlyingPreferred : 1;                                            //0
	BITFIELD bMayCausePain : 1;                                               //0
	BITFIELD bReceivePlayerToucherDiedNotify : 1;                             //0
	BITFIELD bAlreadyVisited : 1;                                             //0
	BITFIELD bVehicleDestination : 1;                                         //CPF_Edit
	BITFIELD bMakeSourceOnly : 1;                                             //CPF_Edit
	BITFIELD bNoSuperSize : 1;                                                //CPF_Edit
	BITFIELD bForcedOnly : 1;                                                 //0
	TArray<class UReachSpec*> PathList;                                       //CPF_NeedCtorLink
	FName ProscribedPaths[4];                                                 //CPF_Edit
	FName ForcedPaths[4];                                                     //CPF_Edit
	INT visitedWeight;                                                        //0
	INT bestPathWeight;                                                       //0
	class ANavigationPoint* nextNavigationPoint;                              //0
	class ANavigationPoint* nextOrdered;                                      //0
	class ANavigationPoint* prevOrdered;                                      //0
	class ANavigationPoint* previousPath;                                     //0
	INT cost;                                                                 //0
	INT ExtraCost;                                                            //CPF_Edit
	INT TransientCost;                                                        //CPF_Transient
	INT FearCost;                                                             //CPF_Transient
	class APickup* InventoryCache;                                            //0
	FLOAT InventoryDist;                                                      //0
	FLOAT LastDetourWeight;                                                   //0
	BYTE BaseVisible[2];                                                      //0
	FLOAT BaseDist[2];                                                        //0
	class FVector MaxPathSize;                                                //0
	virtual ~ANavigationPoint();
	virtual void Destroy();
	virtual void PostEditMove();
	virtual void Spawned();
	virtual void SetVolumes();
	virtual void SetVolumes(class TArray<class AVolume *> const &);
	virtual INT AddMyMarker(class AActor *);
	virtual void CheckForErrors();
	virtual void PrePath();
	virtual void PostPath();
	virtual INT ProscribedPathTo(class ANavigationPoint *);
	virtual void addReachSpecs(class APawn *, INT);
	virtual void PostaddReachSpecs(class APawn *);
	virtual void InitForPathFinding();
	virtual void SetupForcedPath(class APawn *, class UReachSpec *);
	virtual void ClearPaths();
	virtual void FindBase();
	virtual INT ShouldBeBased();
	virtual INT IsIdentifiedAs(class FName);
	virtual INT ReviewPath(class APawn *);
	virtual void CheckSymmetry(class ANavigationPoint *);
	virtual void ClearForPathFinding();
	virtual class AInventorySpot * GetAInventorySpot();
	virtual INT BigAnchor(class APawn *, class FVector);
	virtual INT NotReachableBy(class APawn *);
	ANavigationPoint(class ANavigationPoint const &);
	ANavigationPoint();
	INT CanReach(class ANavigationPoint *, FLOAT, INT);
	void CleanUpPruned();
	INT FindAlternatePath(class UReachSpec *, INT);
	class UReachSpec * GetReachSpecTo(class ANavigationPoint *);
	static void CDECL InternalConstructor(void *);
	INT PrunePaths();
	void SetBaseDistance(INT, FLOAT);
	static class UClass * CDECL StaticClass();
	DWORD eventAccept(class AActor *, class AActor *);
	FLOAT eventDetourWeight(class APawn *, FLOAT);
	INT eventSpecialCost(class APawn *, class UReachSpec *);
	DWORD eventSuggestMovePreparation(class APawn *);
	void execSetBaseDistance(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class ANavigationPoint & operator=(class ANavigationPoint const &);
private:
	static class UClass PrivateStaticClass();
};

enum ECsgOper{
	 CSG_Active=0
	,CSG_Add=1
	,CSG_Subtract=2
	,CSG_Intersect=3
	,CSG_Deintersect=4
};

// *****************************************************************************
// ABrush (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ABrush : public AActor
{
public:
	BYTE CsgOper;                                                             //CPF_Edit
	class UObject* UnusedLightMesh;                                           //0
	class FVector PostPivot;                                                  //0
	class FScale MainScale;                                                   //0
	class FScale PostScale;                                                   //0
	class FScale TempScale;                                                   //0
	class FColor BrushColor;                                                  //CPF_Edit
	INT PolyFlags;                                                            //CPF_Edit
	BITFIELD bColored : 1;                                                    //CPF_Edit
	virtual ~ABrush();
	virtual void PostLoad();
	virtual void PostEditChange();
	virtual class FCoords ToLocal() const;
	virtual class FCoords ToWorld() const;
	virtual class UPrimitive * GetPrimitive();
	virtual void CheckForErrors();
	virtual INT IsABrush();
	virtual void CopyPosRotScaleFrom(class ABrush *);
	virtual void InitPosRotScale();
	ABrush(class ABrush const &);
	ABrush();
	FLOAT BuildCoords(class FModelCoords *, class FModelCoords *);
	static void CDECL InternalConstructor(void *);
	FLOAT OldBuildCoords(class FModelCoords *, class FModelCoords *);
	class FCoords OldToLocal() const;
	class FCoords OldToWorld() const;
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class ABrush & operator=(class ABrush const &);
private:
	static class UClass PrivateStaticClass();
};

enum EFileType{
	 FILE_None=0
	,FILE_Directory=1
	,FILE_Log=2
	,FILE_Ini=3
	,FILE_Stream=4
	,FILE_Playlist=5
	,FILE_Music=6
	,FILE_Map=7
	,FILE_Texture=8
	,FILE_Animation=9
	,FILE_Static=10
	,FILE_XML=11
	,FILE_HTML=12
	,FILE_Sound=13
	,FILE_Demo=14
	,FILE_DivX=15
};
enum EStreamPlaylistType{
	 SPT_None=0
	,SPT_M3U=1
	,SPT_PLS=2
	,SPT_B4S=3
};

// -----------------------------------------------------------------------------
// FFilePath ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FFilePath
{
public:
	class FString FullPath;                                               //CPF_NeedCtorLink
	class FString Directory;                                              //CPF_NeedCtorLink
	class FString Filename;                                               //CPF_NeedCtorLink
	class FString Extension;                                              //CPF_NeedCtorLink
	TArray<class FString> DirectoryParts;                                 //CPF_NeedCtorLink
	~FFilePath();
	FFilePath(class TArray<class FString> &, TCHAR const *, TCHAR const *, TCHAR const *);
	FFilePath(struct FFilePath const &);
	FFilePath(TCHAR const *, TCHAR const *, TCHAR const *);
	FFilePath(TCHAR const *);
	FFilePath();
	struct FFilePath & operator=(struct FFilePath const &);
};

// -----------------------------------------------------------------------------
// FID3Field ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FID3Field
{
public:
	void * Reference;                                                     //CPF_Transient
	class FString FieldName;                                              //CPF_NeedCtorLink
	class FString FieldValue;                                             //CPF_NeedCtorLink
	BYTE FieldID;                                                         //0
	BYTE Code[4];                                                         //0
	~FID3Field();
	FID3Field(struct FID3Field const &);
	FID3Field(DWORD, BYTE);
	FID3Field(struct FID3V2Frame const *);
	struct FID3Field & operator=(struct FID3Field const &);
};
struct UStreamBase_execHandleDebugExec_Parms
{
	class FString Command;                                                    //CPF_Parm|CPF_NeedCtorLink
	class FString Param;                                                      //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamBase_execCompareNames_Parms
{
	class FString NameA;                                                      //CPF_Parm|CPF_NeedCtorLink
	class FString NameB;                                                      //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamBase_eventConvertToFileType_Parms
{
	class FString Extension;                                                  //CPF_Parm|CPF_NeedCtorLink
	BYTE ReturnValue;                                                         //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class FString Ext;                                                        //CPF_NeedCtorLink
};
struct UStreamBase_execIsCaseSensitive_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamBase_eventConvertToFileExtension_Parms
{
	BYTE Type;                                                                //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct UStreamBase_eventParseExtension_Parms
{
	class FString FileNameWithExtension;                                      //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	INT i;                                                                    //0
	class FString Ext;                                                        //CPF_NeedCtorLink
};
struct UStreamBase_execFormatTimeDisplay_Parms
{
	FLOAT Seconds;                                                            //CPF_Parm|CPF_CoerceParm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	INT i;                                                                    //0
	class FString TimeString;                                                 //CPF_NeedCtorLink
};
struct UStreamBase_execRevInStr_Parms
{
	class FString Src;                                                        //CPF_Parm|CPF_NeedCtorLink
	class FString Match;                                                      //CPF_Parm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT pos;                                                                  //0
	INT i;                                                                    //0
	class FString S;                                                          //CPF_NeedCtorLink
};
struct UStreamBase_eventParseDirectories_Parms
{
	class FString InPath;                                                     //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	TArray<class FString> ReturnValue;                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	TArray<class FString> Directories;                                        //CPF_NeedCtorLink
	class FString root;                                                       //CPF_NeedCtorLink
};
struct UStreamBase_eventGetPathRoot_Parms
{
	class FString InPath;                                                     //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	INT i;                                                                    //0
	class FString root;                                                       //CPF_NeedCtorLink
};
struct UStreamBase_execGetPathSeparator_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct UStreamBase_eventHasExtension_Parms
{
	class FString Test;                                                       //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamBase_eventParsePath_Parms
{
	class FString InPath;                                                     //CPF_Parm|CPF_NeedCtorLink
	struct FFilePath ParsedPath;                                              //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct UStreamBase_execMultiplyEqual_StrStr_Parms
{
	class FString A;                                                          //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	class FString B;                                                          //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct UStreamBase_execMultiply_StrStr_Parms
{
	class FString A;                                                          //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	class FString B;                                                          //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};

// *****************************************************************************
// UStreamBase (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UStreamBase : public UObject
{
public:
	virtual ~UStreamBase();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UStreamBase(class UStreamBase const &);
	class FString eventConvertToFileExtension(BYTE);
	BYTE eventConvertToFileType(class FString const &);
	class FString eventGetPathRoot(class FString &);
	DWORD eventHasExtension(class FString const &);
	class TArray<class FString> eventParseDirectories(class FString &);
	class FString eventParseExtension(class FString &);
	DWORD eventParsePath(class FString const &, struct FFilePath &);
	void execGetPathSeparator(struct FFrame &, void * const);
	void execIsCaseSensitive(struct FFrame &, void * const);
	void execMultiplyEqual_StrStr(struct FFrame &, void * const);
	void execMultiply_StrStr(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class UStreamBase & operator=(class UStreamBase const &);
protected:
	UStreamBase();
private:
	static class UClass PrivateStaticClass();
};

enum EStreamFinishReason{
	 STREAMFINISH_EOF=0
	,STREAMFINISH_Error=1
};
enum EInputKey{
	 IK_None=0
	,IK_LeftMouse=1
	,IK_RightMouse=2
	,IK_Cancel=3
	,IK_MiddleMouse=4
	,IK_Unknown05=5
	,IK_Unknown06=6
	,IK_Unknown07=7
	,IK_Backspace=8
	,IK_Tab=9
	,IK_Unknown0A=10
	,IK_Unknown0B=11
	,IK_Unknown0C=12
	,IK_Enter=13
	,IK_Unknown0E=14
	,IK_Unknown0F=15
	,IK_Shift=16
	,IK_Ctrl=17
	,IK_Alt=18
	,IK_Pause=19
	,IK_CapsLock=20
	,IK_Unknown15=21
	,IK_Unknown16=22
	,IK_Unknown17=23
	,IK_Unknown18=24
	,IK_Unknown19=25
	,IK_Unknown1A=26
	,IK_Escape=27
	,IK_Unknown1C=28
	,IK_Unknown1D=29
	,IK_Unknown1E=30
	,IK_Unknown1F=31
	,IK_Space=32
	,IK_PageUp=33
	,IK_PageDown=34
	,IK_End=35
	,IK_Home=36
	,IK_Left=37
	,IK_Up=38
	,IK_Right=39
	,IK_Down=40
	,IK_Select=41
	,IK_Print=42
	,IK_Execute=43
	,IK_PrintScrn=44
	,IK_Insert=45
	,IK_Delete=46
	,IK_Help=47
	,IK_0=48
	,IK_1=49
	,IK_2=50
	,IK_3=51
	,IK_4=52
	,IK_5=53
	,IK_6=54
	,IK_7=55
	,IK_8=56
	,IK_9=57
	,IK_Unknown3A=58
	,IK_Unknown3B=59
	,IK_Unknown3C=60
	,IK_Unknown3D=61
	,IK_Unknown3E=62
	,IK_Unknown3F=63
	,IK_Unknown40=64
	,IK_A=65
	,IK_B=66
	,IK_C=67
	,IK_D=68
	,IK_E=69
	,IK_F=70
	,IK_G=71
	,IK_H=72
	,IK_I=73
	,IK_J=74
	,IK_K=75
	,IK_L=76
	,IK_M=77
	,IK_N=78
	,IK_O=79
	,IK_P=80
	,IK_Q=81
	,IK_R=82
	,IK_S=83
	,IK_T=84
	,IK_U=85
	,IK_V=86
	,IK_W=87
	,IK_X=88
	,IK_Y=89
	,IK_Z=90
	,IK_Unknown5B=91
	,IK_Unknown5C=92
	,IK_Unknown5D=93
	,IK_Unknown5E=94
	,IK_Unknown5F=95
	,IK_NumPad0=96
	,IK_NumPad1=97
	,IK_NumPad2=98
	,IK_NumPad3=99
	,IK_NumPad4=100
	,IK_NumPad5=101
	,IK_NumPad6=102
	,IK_NumPad7=103
	,IK_NumPad8=104
	,IK_NumPad9=105
	,IK_GreyStar=106
	,IK_GreyPlus=107
	,IK_Separator=108
	,IK_GreyMinus=109
	,IK_NumPadPeriod=110
	,IK_GreySlash=111
	,IK_F1=112
	,IK_F2=113
	,IK_F3=114
	,IK_F4=115
	,IK_F5=116
	,IK_F6=117
	,IK_F7=118
	,IK_F8=119
	,IK_F9=120
	,IK_F10=121
	,IK_F11=122
	,IK_F12=123
	,IK_F13=124
	,IK_F14=125
	,IK_F15=126
	,IK_F16=127
	,IK_F17=128
	,IK_F18=129
	,IK_F19=130
	,IK_F20=131
	,IK_F21=132
	,IK_F22=133
	,IK_F23=134
	,IK_F24=135
	,IK_Unknown88=136
	,IK_Unknown89=137
	,IK_Unknown8A=138
	,IK_Unknown8B=139
	,IK_Unknown8C=140
	,IK_Unknown8D=141
	,IK_Unknown8E=142
	,IK_Unknown8F=143
	,IK_NumLock=144
	,IK_ScrollLock=145
	,IK_Unknown92=146
	,IK_Unknown93=147
	,IK_Unknown94=148
	,IK_Unknown95=149
	,IK_Unknown96=150
	,IK_Unknown97=151
	,IK_Unknown98=152
	,IK_Unknown99=153
	,IK_Unknown9A=154
	,IK_Unknown9B=155
	,IK_Unknown9C=156
	,IK_Unknown9D=157
	,IK_Unknown9E=158
	,IK_Unknown9F=159
	,IK_LShift=160
	,IK_RShift=161
	,IK_LControl=162
	,IK_RControl=163
	,IK_UnknownA4=164
	,IK_UnknownA5=165
	,IK_UnknownA6=166
	,IK_UnknownA7=167
	,IK_UnknownA8=168
	,IK_UnknownA9=169
	,IK_UnknownAA=170
	,IK_UnknownAB=171
	,IK_UnknownAC=172
	,IK_UnknownAD=173
	,IK_UnknownAE=174
	,IK_UnknownAF=175
	,IK_UnknownB0=176
	,IK_UnknownB1=177
	,IK_UnknownB2=178
	,IK_UnknownB3=179
	,IK_UnknownB4=180
	,IK_UnknownB5=181
	,IK_UnknownB6=182
	,IK_UnknownB7=183
	,IK_UnknownB8=184
	,IK_Unicode=185
	,IK_Semicolon=186
	,IK_Equals=187
	,IK_Comma=188
	,IK_Minus=189
	,IK_Period=190
	,IK_Slash=191
	,IK_Tilde=192
	,IK_Mouse4=193
	,IK_Mouse5=194
	,IK_Mouse6=195
	,IK_Mouse7=196
	,IK_Mouse8=197
	,IK_UnknownC6=198
	,IK_UnknownC7=199
	,IK_Joy1=200
	,IK_Joy2=201
	,IK_Joy3=202
	,IK_Joy4=203
	,IK_Joy5=204
	,IK_Joy6=205
	,IK_Joy7=206
	,IK_Joy8=207
	,IK_Joy9=208
	,IK_Joy10=209
	,IK_Joy11=210
	,IK_Joy12=211
	,IK_Joy13=212
	,IK_Joy14=213
	,IK_Joy15=214
	,IK_Joy16=215
	,IK_UnknownD8=216
	,IK_UnknownD9=217
	,IK_UnknownDA=218
	,IK_LeftBracket=219
	,IK_Backslash=220
	,IK_RightBracket=221
	,IK_SingleQuote=222
	,IK_UnknownDF=223
	,IK_UnknownE0=224
	,IK_UnknownE1=225
	,IK_UnknownE2=226
	,IK_UnknownE3=227
	,IK_MouseX=228
	,IK_MouseY=229
	,IK_MouseZ=230
	,IK_MouseW=231
	,IK_JoyU=232
	,IK_JoyV=233
	,IK_JoySlider1=234
	,IK_JoySlider2=235
	,IK_MouseWheelUp=236
	,IK_MouseWheelDown=237
	,IK_Unknown10E=238
	,UK_Unknown10F=239
	,IK_JoyX=240
	,IK_JoyY=241
	,IK_JoyZ=242
	,IK_JoyR=243
	,IK_UnknownF4=244
	,IK_UnknownF5=245
	,IK_Attn=246
	,IK_CrSel=247
	,IK_ExSel=248
	,IK_ErEof=249
	,IK_Play=250
	,IK_Zoom=251
	,IK_NoName=252
	,IK_PA1=253
	,IK_OEMClear=254
};
enum EInputAction{
	 IST_None=0
	,IST_Press=1
	,IST_Hold=2
	,IST_Release=3
	,IST_Axis=4
};
struct UInteractions_execGetFriendlyName_Parms
{
	BYTE iKey;                                                                //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};

// *****************************************************************************
// UInteractions (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UInteractions : public UObject
{
public:
	virtual ~UInteractions();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UInteractions(class UInteractions const &);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class UInteractions & operator=(class UInteractions const &);
protected:
	UInteractions();
private:
	static class UClass PrivateStaticClass();
};
struct AInfo_eventGetDescriptionText_Parms
{
	class FString PropName;                                                   //CPF_Parm|CPF_NeedCtorLink
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AInfo_eventGetSecurityLevel_Parms
{
	class FString PropName;                                                   //CPF_Parm|CPF_NeedCtorLink
	BYTE ReturnValue;                                                         //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AInfo_eventAllowClassRemoval_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AInfo_eventAcceptPlayInfoProperty_Parms
{
	class FString PropertyName;                                               //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AInfo_execFillPlayInfo_Parms
{
	class UPlayInfo* PlayInfo;                                                //CPF_Parm
};

// *****************************************************************************
// AInfo (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AInfo : public AActor
{
public:
	class FString RulesGroup;                                                 //CPF_Localized|CPF_NeedCtorLink
	class FString GameGroup;                                                  //CPF_Localized|CPF_NeedCtorLink
	class FString ServerGroup;                                                //CPF_Localized|CPF_NeedCtorLink
	class FString ChatGroup;                                                  //CPF_Localized|CPF_NeedCtorLink
	class FString BotsGroup;                                                  //CPF_Localized|CPF_NeedCtorLink
	class FString MapVoteGroup;                                               //CPF_Localized|CPF_NeedCtorLink
	class FString KickVoteGroup;                                              //CPF_Localized|CPF_NeedCtorLink
	virtual ~AInfo();
	AInfo(class AInfo const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	DWORD eventAcceptPlayInfoProperty(class FString const &);
	DWORD eventAllowClassRemoval();
	class FString eventGetDescriptionText(class FString const &);
	BYTE eventGetSecurityLevel(class FString const &);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class AInfo & operator=(class AInfo const &);
protected:
	AInfo();
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UMeshInstance (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UMeshInstance : public UPrimitive
{
public:
	virtual ~UMeshInstance();
	virtual INT PointCheck(struct FCheckResult &, class AActor *, class FVector const &, class FVector const &, DWORD);
	virtual INT LineCheck(struct FCheckResult &, class AActor *, class FVector const &, class FVector const &, class FVector const &, DWORD, DWORD);
	virtual class FBox GetRenderBoundingBox(class AActor const *);
	virtual class FSphere GetRenderBoundingSphere(class AActor const *);
	virtual class USkeletalMeshInstance * GetUSkeletalMeshInstance();
	virtual class AActor * GetActor();
	virtual void SetActor(class AActor *);
	virtual class UMesh * GetMesh();
	virtual void SetMesh(class UMesh *);
	virtual void SetStatus(INT);
	virtual INT GetStatus();
	virtual INT UpdateAnimation(FLOAT);
	virtual INT PlayAnim(INT, class FName, FLOAT, FLOAT, INT);
	virtual INT GetAnimCount();
	virtual void * GetAnimIndexed(INT);
	virtual void * GetAnimNamed(class FName);
	virtual class FName AnimGetName(void *);
	virtual class FName AnimGetGroup(void *);
	virtual INT AnimIsInGroup(void *, class FName);
	virtual FLOAT AnimGetFrameCount(void *);
	virtual FLOAT AnimGetRate(void *);
	virtual INT AnimGetNotifyCount(void *);
	virtual FLOAT AnimGetNotifyTime(void *, INT);
	virtual TCHAR const * AnimGetNotifyText(void *, INT);
	virtual class UAnimNotify * AnimGetNotifyObject(void *, INT);
	virtual INT IsAnimating(INT);
	virtual INT StopAnimating();
	virtual INT FreezeAnimAt(FLOAT, INT);
	virtual INT IsAnimTweening(INT);
	virtual INT IsAnimLooping(INT);
	virtual INT IsAnimPastLastFrame(INT);
	virtual INT AnimStopLooping(INT);
	virtual class FName GetActiveAnimSequence(INT);
	virtual FLOAT GetActiveAnimRate(INT);
	virtual FLOAT GetActiveAnimFrame(INT);
	virtual INT SetBlendParams(INT, FLOAT, FLOAT, FLOAT, class FName, INT);
	virtual INT GetAttachMatrix(class FName, class FMatrix &);
	virtual INT GetAttachCount();
	virtual INT GetAttachIdx(INT, class FName &, class FMatrix &);
	virtual INT CheckAnimFinished(INT);
	virtual INT SetBoneLocation(class FName, class FVector, FLOAT);
	virtual INT SetBoneRotation(class FName, class FRotator, INT, FLOAT);
	virtual INT SetBoneScale(INT, FLOAT, class FName);
	virtual INT MatchRefBone(class FName);
	virtual void DrawVolume(class AActor *, class FRenderInterface *, class FVector);
	virtual bool InitSkeletalPhysics();
	virtual bool TickSkeletalPhysics(FLOAT);
	virtual void SetAnimFrame(INT, FLOAT, INT);
	virtual INT AnimForcePose(class FName, FLOAT, FLOAT, INT);
	virtual class FBox GetCollisionBoundingBox(class AActor const *);
	virtual class UMaterial * GetMaterial(INT, class AActor *);
	virtual void GetFrame(class AActor *, class FLevelSceneNode *, class FVector *, INT, INT &, DWORD);
	virtual class FMatrix MeshToWorld();
	virtual void Render();//class FDynamicActor *, class FLevelSceneNode *, class TList<class FDynamicLight *> *, class TList<struct FProjectorRenderInfo *> *, class FRenderInterface *);
	virtual void SetScale(class FVector);
	virtual void MeshBuildBounds();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UMeshInstance(class UMeshInstance const &);
	UMeshInstance();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UMeshInstance & operator=(class UMeshInstance const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UMesh (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UMesh : public UPrimitive
{
public:
	virtual ~UMesh();
	virtual void Serialize(class FArchive &);
	virtual class UClass * MeshGetInstanceClass();
	virtual class UMeshInstance * MeshGetInstance(class AActor const *);
	virtual class USkeletalMesh * GetUSkeletalMesh();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UMesh(class UMesh const &);
	UMesh();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UMesh & operator=(class UMesh const &);
private:
	static class UClass PrivateStaticClass();
};

enum ETexClampMode{
	 TC_Wrap=0
	,TC_Clamp=1
};
enum ETextureFormat{
	 TEXF_P8=0
	,TEXF_RGBA7=1
	,TEXF_RGB16=2
	,TEXF_DXT1=3
	,TEXF_RGB8=4
	,TEXF_RGBA8=5
	,TEXF_NODATA=6
	,TEXF_DXT3=7
	,TEXF_DXT5=8
	,TEXF_L8=9
	,TEXF_G16=10
	,TEXF_RRRGGGBBB=11
};

// *****************************************************************************
// UBitmapMaterial (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UBitmapMaterial : public URenderedMaterial
{
public:
	BYTE Format;                                                              //CPF_Edit|CPF_EditConst
	BYTE UClampMode;                                                          //CPF_Edit
	BYTE VClampMode;                                                          //CPF_Edit
	BYTE UBits;                                                               //0
	BYTE VBits;                                                               //0
	INT USize;                                                                //0
	INT VSize;                                                                //0
	INT UClamp;                                                               //CPF_Edit
	INT VClamp;                                                               //CPF_Edit
	virtual ~UBitmapMaterial();
	virtual INT MaterialUSize();
	virtual INT MaterialVSize();
	virtual class UBitmapMaterial * Get(DOUBLE, class UViewport *);
	static class UClass * CDECL StaticClass();
	UBitmapMaterial(class UBitmapMaterial const &);
	UBitmapMaterial();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class UBitmapMaterial & operator=(class UBitmapMaterial const &);
private:
	static class UClass PrivateStaticClass();
};

// -----------------------------------------------------------------------------
// Dying ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT Dying
{
};

// -----------------------------------------------------------------------------
// FHitFXData ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FHitFXData
{
public:
	FName Bone;                                                           //CPF_Edit
	class UClass* damtype;                                                //CPF_Edit
	BITFIELD bSever : 1;                                                  //CPF_Edit
	class FRotator rotDir;                                                //CPF_Edit
	FHitFXData();
	struct FHitFXData & operator=(struct FHitFXData const &);
};
struct APawn_execRemovePowerups_Parms
{
};
struct APawn_execGetTeam_Parms
{
	class ATeamInfo* ReturnValue;                                             //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execGetTeamNum_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execSetDelayedDamageInstigatorController_Parms
{
	class AController* C;                                                     //CPF_Parm
};
struct APawn_execHasUDamage_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execGiveHealth_Parms
{
	INT HealAmount;                                                           //CPF_Parm
	INT HealMax;                                                              //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execSetMovementPhysics_Parms
{
};
struct APawn_execGasp_Parms
{
};
struct APawn_execSetMesh_Parms
{
};
struct APawn_eventPostNetBeginPlay_Parms
{
	class APlayerController* P;                                               //0
};
struct APawn_eventPostBeginPlay_Parms
{
	class AAIScript* A;                                                       //0
};
struct APawn_eventPreBeginPlay_Parms
{
};
struct APawn_eventDestroyed_Parms
{
};
struct APawn_execEyePosition_Parms
{
	class FVector ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_eventUpdateEyeHeight_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
	FLOAT smooth;                                                             //0
	FLOAT MaxEyeHeight;                                                       //0
	FLOAT OldEyeHeight;                                                       //0
	class AActor* HitActor;                                                   //0
	class FVector HitLocation;                                                //0
	class FVector HitNormal;                                                  //0
};
struct APawn_execgibbedBy_Parms
{
	class AActor* Other;                                                      //CPF_Parm
};
struct APawn_eventEncroachedBy_Parms
{
	class AActor* Other;                                                      //CPF_Parm
};
struct APawn_eventEncroachingOn_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execIsHeadShot_Parms
{
	class FVector loc;                                                        //CPF_Parm
	class FVector ray;                                                        //CPF_Parm
	FLOAT AdditionalScale;                                                    //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class FCoords C;                                                          //0
	class FVector HeadLoc;                                                    //0
	class FVector B;                                                          //0
	class FVector M;                                                          //0
	class FVector diff;                                                       //0
	FLOAT t;                                                                  //0
	FLOAT DotMM;                                                              //0
	FLOAT Distance;                                                           //0
	INT look;                                                                 //0
};
struct APawn_execServerChangedWeapon_Parms
{
	class AWeapon* OldWeapon;                                                 //CPF_Parm
	class AWeapon* newWeapon;                                                 //CPF_Parm
};
struct APawn_execGetWeaponBoneFor_Parms
{
	class AInventory* i;                                                      //CPF_Parm
	FName ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execGetOffhandBoneFor_Parms
{
	class AInventory* i;                                                      //CPF_Parm
	FName ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execChangedWeapon_Parms
{
	class AWeapon* OldWeapon;                                                 //0
};
struct APawn_execDeleteInventory_Parms
{
	class AInventory* Item;                                                   //CPF_Parm
	class AActor* Link;                                                       //0
	INT Count;                                                                //0
};
struct APawn_execAddInventory_Parms
{
	class AInventory* NewItem;                                                //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class AInventory* Inv;                                                    //0
	class AActor* Last;                                                       //0
	class AActor* Prev;                                                       //0
	BITFIELD bAddedInOrder : 1;                                               //0
};
struct APawn_execFindInventoryType_Parms
{
	class UClass* DesiredClass;                                               //CPF_Parm
	class AInventory* ReturnValue;                                            //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class AInventory* Inv;                                                    //0
	INT Count;                                                                //0
};
struct APawn_execNextItem_Parms
{
};
struct APawn_execServerNoTranslocator_Parms
{
};
struct APawn_execSwitchWeapon_Parms
{
	BYTE F;                                                                   //CPF_Parm
	class AWeapon* newWeapon;                                                 //0
};
struct APawn_execNextWeapon_Parms
{
};
struct APawn_execPrevWeapon_Parms
{
};
struct APawn_execSwitchToLastWeapon_Parms
{
};
struct APawn_execTossWeapon_Parms
{
	class FVector TossVel;                                                    //CPF_Parm
	class FVector X;                                                          //0
	class FVector Y;                                                          //0
	class FVector Z;                                                          //0
};
struct APawn_execCanThrowWeapon_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execCanUseShield_Parms
{
	INT Amount;                                                               //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execAddShieldStrength_Parms
{
	INT Amount;                                                               //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execGetShieldStrength_Parms
{
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execGetShieldStrengthMax_Parms
{
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execDisableUDamage_Parms
{
};
struct APawn_execEnableUDamage_Parms
{
	FLOAT Amount;                                                             //CPF_Parm
};
struct APawn_execInCurrentCombo_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execDoComboName_Parms
{
	class FString ComboClassName;                                             //CPF_Parm|CPF_NeedCtorLink
};
struct APawn_execClientDying_Parms
{
	class UClass* DamageType;                                                 //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
};
struct APawn_execLimitPitch_Parms
{
	INT Pitch;                                                                //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execFaceRotation_Parms
{
	class FRotator NewRotation;                                               //CPF_Parm
	FLOAT DeltaTime;                                                          //CPF_Parm
};
struct APawn_execClientSetRotation_Parms
{
	class FRotator NewRotation;                                               //CPF_Parm
};
struct APawn_execClientSetLocation_Parms
{
	class FVector NewLocation;                                                //CPF_Parm
	class FRotator NewRotation;                                               //CPF_Parm
};
struct APawn_execClientReStart_Parms
{
};
struct APawn_execTakeFallingDamage_Parms
{
	FLOAT Shake;                                                              //0
	FLOAT EffectiveSpeed;                                                     //0
};
struct APawn_execKilledBy_Parms
{
	class APawn* EventInstigator;                                             //CPF_Parm
	class AController* Killer;                                                //0
};
struct APawn_execAddVelocity_Parms
{
	class FVector NewVelocity;                                                //CPF_Parm
};
struct APawn_execRestartPlayer_Parms
{
};
struct APawn_eventStartCrouch_Parms
{
	FLOAT HeightAdjust;                                                       //CPF_Parm
};
struct APawn_eventEndCrouch_Parms
{
	FLOAT HeightAdjust;                                                       //CPF_Parm
};
struct APawn_execShouldCrouch_Parms
{
	BITFIELD Crouch : 1;                                                      //CPF_Parm
};
struct APawn_execJumpOutOfWater_Parms
{
	class FVector jumpDir;                                                    //CPF_Parm
};
struct APawn_execFinishedInterpolation_Parms
{
};
struct APawn_execSetDefaultDisplayProperties_Parms
{
};
struct APawn_execSetDisplayProperties_Parms
{
	BYTE NewStyle;                                                            //CPF_Parm
	class UMaterial* NewTexture;                                              //CPF_Parm
	BITFIELD bLighting : 1;                                                   //CPF_Parm
};
struct APawn_execGiveWeapon_Parms
{
	class FString aClassName;                                                 //CPF_Parm|CPF_NeedCtorLink
	class UClass* WeaponClass;                                                //0
	class AWeapon* newWeapon;                                                 //0
};
struct APawn_execCreateInventory_Parms
{
	class FString InventoryClassName;                                         //CPF_Parm|CPF_NeedCtorLink
};
struct APawn_execCanTrigger_Parms
{
	class ATrigger* t;                                                        //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execTrigger_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class APawn* EventInstigator;                                             //CPF_Parm
};
struct APawn_eventClientMessage_Parms
{
	class FString S;                                                          //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	FName Type;                                                               //CPF_Parm
};
struct APawn_execReceiveLocalizedMessage_Parms
{
	class UClass* Message;                                                    //CPF_Parm
	INT Switch;                                                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_1;                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_2;                               //CPF_Parm
	class UObject* OptionalObject;                                            //CPF_Parm
};
struct APawn_execHandlePickup_Parms
{
	class APickup* pick;                                                      //CPF_Parm
};
struct APawn_execAdjustedStrength_Parms
{
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execShootSpecial_Parms
{
	class AActor* A;                                                          //CPF_Parm
	class AActor* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execAdjustAim_Parms
{
	struct FFireProperties FiredAmmunition;                                   //CPF_Parm
	class FVector projStart;                                                  //CPF_Parm
	INT aimerror;                                                             //CPF_Parm
	class FRotator ReturnValue;                                               //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execLineOfSightTo_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execSetMoveTarget_Parms
{
	class AActor* NewTarget;                                                  //CPF_Parm
};
struct APawn_execGetMoveTarget_Parms
{
	class AActor* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execPressingAltFire_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execPressingFire_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execNearMoveTarget_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execInGodMode_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execSetViewRotation_Parms
{
	class FRotator NewRotation;                                               //CPF_Parm
};
struct APawn_execGetViewRotation_Parms
{
	class FRotator ReturnValue;                                               //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execIsFirstPerson_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class APlayerController* PC;                                              //0
};
struct APawn_execIsLocallyControlled_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execIsHumanControlled_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execWasPlayerPawn_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execIsPlayerPawn_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execCheckTauntValid_Parms
{
	FName Sequence;                                                           //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execFindValidTaunt_Parms
{
	FName Sequence;                                                           //CPF_Parm|CPF_OutParm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_eventStopDriving_Parms
{
	class AVehicle* V;                                                        //CPF_Parm
};
struct APawn_eventStartDriving_Parms
{
	class AVehicle* V;                                                        //CPF_Parm
};
struct APawn_execCheckBob_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
	class FVector Y;                                                          //CPF_Parm
	FLOAT Speed2D;                                                            //0
};
struct APawn_execWeaponBob_Parms
{
	FLOAT BobDamping;                                                         //CPF_Parm
	class FVector ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class FVector WBob;                                                       //0
};
struct APawn_execModifiedPlayerViewOffset_Parms
{
	class AInventory* Inv;                                                    //CPF_Parm
	class FVector ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execCameraShake_Parms
{
	class FVector ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class FVector X;                                                          //0
	class FVector Y;                                                          //0
	class FVector Z;                                                          //0
	class FVector shakevect;                                                  //0
	class APlayerController* PC;                                              //0
};
struct APawn_execCalcDrawOffset_Parms
{
	class AInventory* Inv;                                                    //CPF_Parm
	class FVector ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class FVector DrawOffset;                                                 //0
};
struct APawn_execDisplayDebug_Parms
{
	class UCanvas* Canvas;                                                    //CPF_Parm
	FLOAT YL;                                                                 //CPF_Parm|CPF_OutParm
	FLOAT YPos;                                                               //CPF_Parm|CPF_OutParm
	class FString t;                                                          //CPF_NeedCtorLink
};
struct APawn_execClimbLadder_Parms
{
	class ALadderVolume* L;                                                   //CPF_Parm
};
struct APawn_execEndClimbLadder_Parms
{
	class ALadderVolume* OldLadder;                                           //CPF_Parm
};
struct APawn_execCanSplash_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_eventSetWalking_Parms
{
	BITFIELD bNewIsWalking : 1;                                               //CPF_Parm
};
struct APawn_execCanGrabLadder_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execDropToGround_Parms
{
};
struct APawn_execBecomeViewTarget_Parms
{
};
struct APawn_execPointOfView_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execUnPossessed_Parms
{
};
struct APawn_execPossessedBy_Parms
{
	class AController* C;                                                     //CPF_Parm
};
struct APawn_execNotifyTeamChanged_Parms
{
};
struct APawn_execPerformDodge_Parms
{
	BYTE DoubleClickMove;                                                     //CPF_Parm
	class FVector Dir;                                                        //CPF_Parm
	class FVector Cross;                                                      //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execDropFlag_Parms
{
};
struct APawn_execHoldFlag_Parms
{
	class AActor* FlagActor;                                                  //CPF_Parm
};
struct APawn_execPlayTeleportEffect_Parms
{
	BITFIELD bOut : 1;                                                        //CPF_Parm
	BITFIELD bSound : 1;                                                      //CPF_Parm
};
struct APawn_execGetHumanReadableName_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct APawn_execSpectatorSpecialCalcView_Parms
{
	class APlayerController* Viewer;                                          //CPF_Parm
	class AActor* ViewActor;                                                  //CPF_Parm|CPF_OutParm
	class FVector CameraLocation;                                             //CPF_Parm|CPF_OutParm
	class FRotator CameraRotation;                                            //CPF_Parm|CPF_OutParm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execSpecialCalcView_Parms
{
	class AActor* ViewActor;                                                  //CPF_Parm|CPF_OutParm
	class FVector CameraLocation;                                             //CPF_Parm|CPF_OutParm
	class FRotator CameraRotation;                                            //CPF_Parm|CPF_OutParm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execSpecialDrawCrosshair_Parms
{
	class UCanvas* C;                                                         //CPF_Parm
};
struct APawn_execDrawHUD_Parms
{
	class UCanvas* Canvas;                                                    //CPF_Parm
};
struct APawn_execModifyThreat_Parms
{
	FLOAT Current;                                                            //CPF_Parm
	class APawn* Threat;                                                      //CPF_Parm
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execNeedToTurn_Parms
{
	class FVector targ;                                                       //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class FVector LookDir;                                                    //0
	class FVector AimDir;                                                     //0
};
struct APawn_execFireOnRelease_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execIsFiring_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execRefireRate_Parms
{
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execTooCloseToAttack_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execCanAttack_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execRecommendLongRangedAttack_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execAltFire_Parms
{
	FLOAT F;                                                                  //CPF_Parm
};
struct APawn_execFire_Parms
{
	FLOAT F;                                                                  //CPF_Parm
};
struct APawn_execStopWeaponFiring_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execChooseFireAt_Parms
{
	class AActor* A;                                                          //CPF_Parm
};
struct APawn_execHasWeapon_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execReset_Parms
{
};
struct APawn_execPlayerChangedTeam_Parms
{
};
struct APawn_execGetPathTo_Parms
{
	class AActor* Dest;                                                       //CPF_Parm
	class AActor* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execDeactivateSpawnProtection_Parms
{
};
struct APawn_execGetAimTarget_Parms
{
	class APawn* ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execSetBaseEyeheight_Parms
{
};
struct APawn_execGetDemoRecordingWeapon_Parms
{
	class AWeapon* ReturnValue;                                               //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class AInventory* Inv;                                                    //0
	INT i;                                                                    //0
};
struct APawn_execForceCrouch_Parms
{
};
struct APawn_execReachedDestination_Parms
{
	class AActor* Goal;                                                       //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_eventPostRender2D_Parms
{
	class UCanvas* C;                                                         //CPF_Parm
	FLOAT ScreenLocX;                                                         //CPF_Parm
	FLOAT ScreenLocY;                                                         //CPF_Parm
	class APlayerController* PC;                                              //0
};
struct APawn_eventSetHeadScale_Parms
{
	FLOAT NewScale;                                                           //CPF_Parm
};
struct APawn_execGetTargetLocation_Parms
{
	class FVector ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execRangedAttackTime_Parms
{
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execCheatFly_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execCheatGhost_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execCheatWalk_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execSuicide_Parms
{
};
struct APawn_execRawInput_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
	FLOAT aBaseX;                                                             //CPF_Parm
	FLOAT aBaseY;                                                             //CPF_Parm
	FLOAT aBaseZ;                                                             //CPF_Parm
	FLOAT aMouseX;                                                            //CPF_Parm
	FLOAT aMouseY;                                                            //CPF_Parm
	FLOAT aForward;                                                           //CPF_Parm
	FLOAT aTurn;                                                              //CPF_Parm
	FLOAT aStrafe;                                                            //CPF_Parm
	FLOAT aUp;                                                                //CPF_Parm
	FLOAT aLookUp;                                                            //CPF_Parm
};
struct APawn_execIncrementSpree_Parms
{
};
struct APawn_execGet4WayDirection_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execSetTwistLook_Parms
{
	INT twist;                                                                //CPF_Parm
	INT look;                                                                 //CPF_Parm
};
struct APawn_execSetViewPitch_Parms
{
	INT NewPitch;                                                             //CPF_Parm
};
struct APawn_execStaticPrecache_Parms
{
	class ALevelInfo* L;                                                      //CPF_Parm
};
struct APawn_execGetSpree_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execGetVehicleBase_Parms
{
	class AVehicle* ReturnValue;                                              //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execPlayVictoryAnimation_Parms
{
};
struct APawn_eventPlayLandingAnimation_Parms
{
	FLOAT impactVel;                                                          //CPF_Parm
};
struct APawn_execPlayLanded_Parms
{
	FLOAT impactVel;                                                          //CPF_Parm
};
struct APawn_execPlayWaiting_Parms
{
};
struct APawn_execPlayMoving_Parms
{
};
struct APawn_eventPlayFalling_Parms
{
};
struct APawn_eventPlayJump_Parms
{
};
struct APawn_execCannotJumpNow_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_eventAnimEnd_Parms
{
	INT Channel;                                                              //CPF_Parm
};
struct APawn_eventChangeAnimation_Parms
{
};
struct APawn_execPlayTakeHit_Parms
{
	class FVector HitLoc;                                                     //CPF_Parm
	INT Damage;                                                               //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
	class USound* DesiredSound;                                               //0
};
struct APawn_eventStopPlayFiring_Parms
{
};
struct APawn_execPlayWeaponSwitch_Parms
{
	class AWeapon* newWeapon;                                                 //CPF_Parm
};
struct APawn_execPlayFiring_Parms
{
	FLOAT Rate;                                                               //CPF_Parm
	FName FiringMode;                                                         //CPF_Parm
};
struct APawn_eventPlayDying_Parms
{
	class UClass* DamageType;                                                 //CPF_Parm
	class FVector HitLoc;                                                     //CPF_Parm
};
struct APawn_eventSetAnimAction_Parms
{
	FName NewAction;                                                          //CPF_Parm
};
struct APawn_execIsInLoadout_Parms
{
	class UClass* InventoryClass;                                             //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execTakeDamage_Parms
{
	INT Damage;                                                               //CPF_Parm
	class APawn* instigatedBy;                                                //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
	class FVector Momentum;                                                   //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
	INT actualDamage;                                                         //0
	class AController* Killer;                                                //0
};
struct APawn_execShieldAbsorb_Parms
{
	INT Damage;                                                               //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_eventBaseChange_Parms
{
	FLOAT decorMass;                                                          //0
};
struct APawn_execJumpOffPawn_Parms
{
};
struct APawn_eventLanded_Parms
{
	class FVector HitNormal;                                                  //CPF_Parm
};
struct APawn_eventHitWall_Parms
{
	class FVector HitNormal;                                                  //CPF_Parm
	class AActor* Wall;                                                       //CPF_Parm
};
struct APawn_eventFellOutOfWorld_Parms
{
	BYTE KillType;                                                            //CPF_Parm
};
struct APawn_eventModifyVelocity_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
	class FVector OldVelocity;                                                //CPF_Parm
};
struct APawn_execDied_Parms
{
	class AController* Killer;                                                //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
	class FVector TossVel;                                                    //0
	class ATrigger* t;                                                        //0
	class ANavigationPoint* N;                                                //0
};
struct APawn_execGetKillerController_Parms
{
	class AController* ReturnValue;                                           //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_eventBreathTimer_Parms
{
};
struct APawn_execIsInPain_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class APhysicsVolume* V;                                                  //0
};
struct APawn_execTurnOff_Parms
{
};
struct APawn_execChunkUp_Parms
{
	class FRotator HitRotation;                                               //CPF_Parm
	FLOAT ChunkPerterbation;                                                  //CPF_Parm
};
struct APawn_execPlayHit_Parms
{
	FLOAT Damage;                                                             //CPF_Parm
	class APawn* instigatedBy;                                                //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
	class FVector Momentum;                                                   //CPF_Parm
	class FVector BloodOffset;                                                //0
	class FVector Mo;                                                         //0
	class FVector HitNormal;                                                  //0
	class UClass* DesiredEffect;                                              //0
	class UClass* DesiredEmitter;                                             //0
	class APlayerController* Hearer;                                          //0
};
struct APawn_execPlayDyingSound_Parms
{
};
struct APawn_execPlayMoverHitSound_Parms
{
};
struct APawn_execDoJump_Parms
{
	BITFIELD bUpdating : 1;                                                   //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execDodge_Parms
{
	BYTE DoubleClickMove;                                                     //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execProcessMove_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
	class FVector NewAccel;                                                   //CPF_Parm
	BYTE DoubleClickMove;                                                     //CPF_Parm
	class FRotator DeltaRot;                                                  //CPF_Parm
};
struct APawn_execUpdateRocketAcceleration_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
	FLOAT YawChange;                                                          //CPF_Parm
	FLOAT PitchChange;                                                        //CPF_Parm
};
struct APawn_execCanMultiJump_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execCanDoubleJump_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APawn_execDoDoubleJump_Parms
{
	BITFIELD bUpdating : 1;                                                   //CPF_Parm
};
struct APawn_execCheckWaterJump_Parms
{
	class FVector WallNormal;                                                 //CPF_Parm|CPF_OutParm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class AActor* HitActor;                                                   //0
	class FVector HitLocation;                                                //0
	class FVector HitNormal;                                                  //0
	class FVector checkpoint;                                                 //0
	class FVector Start;                                                      //0
	class FVector checkNorm;                                                  //0
};
struct APawn_execTakeDrowningDamage_Parms
{
};
struct APawn_execTouchingWaterVolume_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class APhysicsVolume* V;                                                  //0
};
struct APawn_eventHeadVolumeChange_Parms
{
	class APhysicsVolume* newHeadVolume;                                      //CPF_Parm
};
struct APawn_eventFalling_Parms
{
};

// *****************************************************************************
// APawn (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT APawn : public AActor
{
public:
	class AController* Controller;                                            //CPF_Net
	FLOAT NetRelevancyTime;                                                   //0
	class APlayerController* LastRealViewer;                                  //0
	class AActor* LastViewer;                                                 //0
	FLOAT LastLocTime;                                                        //0
	BITFIELD bJustLanded : 1;                                                 //0
	BITFIELD bLandRecovery : 1;                                               //0
	BITFIELD bUpAndOut : 1;                                                   //0
	BITFIELD bIsWalking : 1;                                                  //CPF_Net
	BITFIELD bWarping : 1;                                                    //0
	BITFIELD bWantsToCrouch : 1;                                              //0
	BITFIELD bIsCrouched : 1;                                                 //CPF_Net
	BITFIELD bTryToUncrouch : 1;                                              //0
	BITFIELD bCanCrouch : 1;                                                  //CPF_Edit
	BITFIELD bCrawler : 1;                                                    //0
	BITFIELD bReducedSpeed : 1;                                               //0
	BITFIELD bJumpCapable : 1;                                                //0
	BITFIELD bCanJump : 1;                                                    //0
	BITFIELD bCanWalk : 1;                                                    //0
	BITFIELD bCanSwim : 1;                                                    //0
	BITFIELD bCanFly : 1;                                                     //0
	BITFIELD bCanClimbLadders : 1;                                            //0
	BITFIELD bCanStrafe : 1;                                                  //0
	BITFIELD bCanDoubleJump : 1;                                              //0
	BITFIELD bCanWallDodge : 1;                                               //CPF_Net
	BITFIELD bAvoidLedges : 1;                                                //0
	BITFIELD bStopAtLedges : 1;                                               //0
	BITFIELD bNoJumpAdjust : 1;                                               //0
	BITFIELD bCountJumps : 1;                                                 //0
	BITFIELD bSimulateGravity : 1;                                            //CPF_Net
	BITFIELD bUpdateEyeheight : 1;                                            //0
	BITFIELD bIgnoreForces : 1;                                               //0
	BITFIELD bNoVelocityUpdate : 1;                                           //0
	BITFIELD bCanWalkOffLedges : 1;                                           //0
	BITFIELD bSteadyFiring : 1;                                               //CPF_Net
	BITFIELD bCanBeBaseForPawns : 1;                                          //0
	BITFIELD bClientCollision : 1;                                            //0
	BITFIELD bSimGravityDisabled : 1;                                         //0
	BITFIELD bDirectHitWall : 1;                                              //0
	BITFIELD bServerMoveSetPawnRot : 1;                                       //0
	BITFIELD bFlyingKarma : 1;                                                //0
	BITFIELD bDrawCorona : 1;                                                 //0
	BITFIELD bNoCoronas : 1;                                                  //CPF_Config|CPF_GlobalConfig
	BITFIELD bThumped : 1;                                                    //0
	BITFIELD bInvulnerableBody : 1;                                           //0
	BITFIELD bIsFemale : 1;                                                   //0
	BITFIELD bAutoActivate : 1;                                               //0
	BITFIELD bCanPickupInventory : 1;                                         //0
	BITFIELD bUpdatingDisplay : 1;                                            //0
	BITFIELD bAmbientCreature : 1;                                            //0
	BITFIELD bLOSHearing : 1;                                                 //CPF_Edit
	BITFIELD bSameZoneHearing : 1;                                            //CPF_Edit
	BITFIELD bAdjacentZoneHearing : 1;                                        //CPF_Edit
	BITFIELD bMuffledHearing : 1;                                             //CPF_Edit
	BITFIELD bAroundCornerHearing : 1;                                        //CPF_Edit
	BITFIELD bDontPossess : 1;                                                //CPF_Edit
	BITFIELD bAutoFire : 1;                                                   //0
	BITFIELD bRollToDesired : 1;                                              //0
	BITFIELD bIgnorePlayFiring : 1;                                           //0
	BITFIELD bStationary : 1;                                                 //0
	BITFIELD bCachedRelevant : 1;                                             //0
	BITFIELD bUseCompressedPosition : 1;                                      //0
	BITFIELD bWeaponBob : 1;                                                  //CPF_Config|CPF_GlobalConfig
	BITFIELD bHideRegularHUD : 1;                                             //0
	BITFIELD bSpecialHUD : 1;                                                 //CPF_Net
	BITFIELD bSpecialCrosshair : 1;                                           //0
	BITFIELD bSpecialCalcView : 1;                                            //0
	BITFIELD bNoTeamBeacon : 1;                                               //0
	BITFIELD bNoWeaponFiring : 1;                                             //0
	BITFIELD bIsTyping : 1;                                                   //CPF_Net
	BITFIELD bScriptPostRender : 1;                                           //0
	BITFIELD bCanUse : 1;                                                     //0
	BITFIELD bSuperSize : 1;                                                  //0
	BYTE FlashCount;                                                          //0
	BYTE Visibility;                                                          //0
	FLOAT DesiredSpeed;                                                       //0
	FLOAT MaxDesiredSpeed;                                                    //0
	FName AIScriptTag;                                                        //CPF_Edit
	FLOAT HearingThreshold;                                                   //CPF_Edit
	FLOAT Alertness;                                                          //CPF_Edit
	FLOAT SightRadius;                                                        //CPF_Edit
	FLOAT PeripheralVision;                                                   //CPF_Edit
	FLOAT SkillModifier;                                                      //CPF_Edit
	FLOAT AvgPhysicsTime;                                                     //0
	FLOAT MeleeRange;                                                         //0
	FLOAT NavigationPointRange;                                               //0
	class ANavigationPoint* Anchor;                                           //0
	class ANavigationPoint* LastAnchor;                                       //0
	FLOAT FindAnchorFailedTime;                                               //0
	FLOAT LastValidAnchorTime;                                                //0
	FLOAT DestinationOffset;                                                  //0
	FLOAT NextPathRadius;                                                     //0
	class FVector SerpentineDir;                                              //0
	FLOAT SerpentineDist;                                                     //0
	FLOAT SerpentineTime;                                                     //0
	FLOAT UncrouchTime;                                                       //0
	FLOAT SpawnTime;                                                          //0
	FLOAT GroundSpeed;                                                        //CPF_Net
	FLOAT WaterSpeed;                                                         //CPF_Net
	FLOAT AirSpeed;                                                           //CPF_Net
	FLOAT LadderSpeed;                                                        //0
	FLOAT AccelRate;                                                          //CPF_Net
	FLOAT JumpZ;                                                              //CPF_Net
	FLOAT AirControl;                                                         //CPF_Net
	FLOAT WalkingPct;                                                         //0
	FLOAT CrouchedPct;                                                        //0
	FLOAT MaxFallSpeed;                                                       //0
	class FVector ConstantAcceleration;                                       //0
	class AVehicle* DrivenVehicle;                                            //CPF_Net
	class FVector ImpactVelocity;                                             //0
	INT PitchUpLimit;                                                         //CPF_Edit|CPF_Net
	INT PitchDownLimit;                                                       //CPF_Edit|CPF_Net
	class FString OwnerName;                                                  //CPF_NeedCtorLink
	class AWeapon* Weapon;                                                    //CPF_Travel
	class AWeapon* PendingWeapon;                                             //0
	class APowerups* SelectedItem;                                            //CPF_Net|CPF_Travel
	FLOAT BaseEyeHeight;                                                      //0
	FLOAT EyeHeight;                                                          //0
	class FVector Floor;                                                      //0
	FLOAT SplashTime;                                                         //0
	FLOAT CrouchHeight;                                                       //0
	FLOAT CrouchRadius;                                                       //0
	FLOAT DrivingHeight;                                                      //CPF_Edit
	FLOAT DrivingRadius;                                                      //CPF_Edit
	FLOAT OldZ;                                                               //0
	class APhysicsVolume* HeadVolume;                                         //0
	FLOAT HealthMax;                                                          //CPF_Net
	FLOAT SuperHealthMax;                                                     //0
	INT Health;                                                               //CPF_Net|CPF_Travel
	FLOAT BreathTime;                                                         //0
	FLOAT UnderWaterTime;                                                     //0
	FLOAT LastPainTime;                                                       //0
	class UClass* ReducedDamageType;                                          //0
	FLOAT HeadRadius;                                                         //0
	FLOAT HeadHeight;                                                         //0
	FLOAT HeadScale;                                                          //CPF_Net
	BITFIELD bSetPCRotOnPossess : 1;                                          //0
	class FVector noise1spot;                                                 //0
	FLOAT noise1time;                                                         //0
	class APawn* noise1other;                                                 //0
	FLOAT noise1loudness;                                                     //0
	class FVector noise2spot;                                                 //0
	FLOAT noise2time;                                                         //0
	class APawn* noise2other;                                                 //0
	FLOAT noise2loudness;                                                     //0
	FLOAT LastPainSound;                                                      //0
	FLOAT Bob;                                                                //CPF_Config|CPF_GlobalConfig
	FLOAT LandBob;                                                            //0
	FLOAT AppliedBob;                                                         //0
	FLOAT bobtime;                                                            //0
	class FVector WalkBob;                                                    //0
	FLOAT SoundDampening;                                                     //0
	FLOAT DamageScaling;                                                      //0
	FLOAT AmbientSoundScaling;                                                //CPF_Config|CPF_GlobalConfig
	class FString MenuName;                                                   //CPF_Localized|CPF_NeedCtorLink
	class AProjector* Shadow;                                                 //0
	class UClass* BloodEffect;                                                //0
	class UClass* LowGoreBlood;                                               //0
	class UClass* ControllerClass;                                            //0
	class APlayerReplicationInfo* PlayerReplicationInfo;                      //CPF_Net
	class ALadderVolume* OnLadder;                                            //0
	FName LandMovementState;                                                  //0
	FName WaterMovementState;                                                 //0
	class APlayerStart* LastStartSpot;                                        //0
	FLOAT LastStartTime;                                                      //0
	FName AnimAction;                                                         //CPF_Net
	class FVector TakeHitLocation;                                            //CPF_Net
	class UClass* HitDamageType;                                              //CPF_Net
	class FVector TearOffMomentum;                                            //CPF_Net
	BYTE OldPhysics;                                                          //0
	BITFIELD bPhysicsAnimUpdate : 1;                                          //0
	BITFIELD bWasCrouched : 1;                                                //0
	BITFIELD bWasWalking : 1;                                                 //0
	BITFIELD bWasOnGround : 1;                                                //0
	BITFIELD bInitializeAnimation : 1;                                        //0
	BITFIELD bPlayedDeath : 1;                                                //0
	BITFIELD bIsIdle : 1;                                                     //0
	BITFIELD bWaitForAnim : 1;                                                //0
	BITFIELD bReverseRun : 1;                                                 //0
	BITFIELD bDoTorsoTwist : 1;                                               //0
	BITFIELD FootTurning : 1;                                                 //0
	BITFIELD FootStill : 1;                                                   //0
	BYTE ViewPitch;                                                           //CPF_Net
	INT SmoothViewPitch;                                                      //0
	INT SmoothViewYaw;                                                        //0
	FLOAT OldRotYaw;                                                          //0
	class FVector OldAcceleration;                                            //0
	FName MovementAnims[4];                                                   //0
	FName TurnLeftAnim;                                                       //0
	FName TurnRightAnim;                                                      //0
	FLOAT BlendChangeTime;                                                    //CPF_Edit
	FLOAT MovementBlendStartTime;                                             //0
	FLOAT ForwardStrafeBias;                                                  //0
	FLOAT BackwardStrafeBias;                                                 //0
	FLOAT DodgeSpeedFactor;                                                   //0
	FLOAT DodgeSpeedZ;                                                        //0
	INT OldAnimDir;                                                           //0
	class FVector OldVelocity;                                                //0
	FLOAT IdleTime;                                                           //0
	FName SwimAnims[4];                                                       //0
	FName CrouchAnims[4];                                                     //0
	FName WalkAnims[4];                                                       //0
	FName AirAnims[4];                                                        //0
	FName TakeoffAnims[4];                                                    //0
	FName LandAnims[4];                                                       //0
	FName DoubleJumpAnims[4];                                                 //0
	FName DodgeAnims[4];                                                      //0
	FName AirStillAnim;                                                       //0
	FName TakeoffStillAnim;                                                   //0
	FName CrouchTurnRightAnim;                                                //0
	FName CrouchTurnLeftAnim;                                                 //0
	FName IdleCrouchAnim;                                                     //0
	FName IdleSwimAnim;                                                       //0
	FName IdleWeaponAnim;                                                     //0
	FName IdleRestAnim;                                                       //0
	FName IdleChatAnim;                                                       //0
	TArray<FName> TauntAnims;                                                 //CPF_NeedCtorLink
	class FString TauntAnimNames[16];                                         //CPF_Localized|CPF_NeedCtorLink
	INT FootRot;                                                              //0
	INT TurnDir;                                                              //0
	FName RootBone;                                                           //0
	FName HeadBone;                                                           //0
	FName SpineBone1;                                                         //0
	FName SpineBone2;                                                         //0
	FLOAT ShieldStrength;                                                     //CPF_Edit|CPF_Net|CPF_Transient
	struct FHitFXData HitFx[8];                                               //CPF_Edit|CPF_Net
	INT HitFxTicker;                                                          //CPF_Net|CPF_Transient
	struct FCompressedPosition PawnPosition;                                  //CPF_Net|CPF_Transient
	class AController* DelayedDamageInstigatorController;                     //0
	class AController* LastHitBy;                                             //0
	FLOAT MinFlySpeed;                                                        //0
	FLOAT MaxRotation;                                                        //0
	virtual ~APawn();
	virtual INT * GetOptimizedRepList(BYTE *, struct FPropertyRetirement *, INT *, class UPackageMap *, class UActorChannel *);
	virtual INT ShouldUpdateRelativeLocation();
	virtual FLOAT GetNetPriority(class FVector &, class FVector &, class AActor *, FLOAT, FLOAT);
	virtual void PreNetReceive();
	virtual void PostNetReceive();
	virtual void PostNetReceiveLocation();
	virtual INT ShouldTrace(class AActor *, DWORD);
	virtual void NotifyBump(class AActor *);
	virtual void SetBase(class AActor *, class FVector, INT);
	virtual void NotifyAnimEnd(INT);
	virtual void NotifyLIPSincAnimEnd();
	virtual INT CheckOwnerUpdated();
	virtual void TickSimulated(FLOAT);
	virtual void TickSpecial(FLOAT);
	virtual INT PlayerControlled();
	virtual INT IsNetRelevantFor(class APlayerController *, class AActor *, class FVector);
	virtual INT DelayScriptReplication(FLOAT);
	virtual void RenderEditorSelected(class FLevelSceneNode *, class FRenderInterface *, class FDynamicActor *);
	virtual FLOAT GetAmbientVolume(FLOAT);
	virtual void SetZone(INT, INT);
	virtual void performPhysics(FLOAT);
	virtual void processHitWall(class FVector, class AActor *);
	virtual void processLanded(class FVector, class AActor *, FLOAT, INT);
	virtual void physFalling(FLOAT, INT);
	virtual void physWalking(FLOAT, INT);
	virtual void physFlying(FLOAT, INT);
	virtual class FRotator FindSlopeRotation(class FVector, class FRotator);
	virtual void SmoothHitWall(class FVector, class AActor *);
	virtual void stepUp(class FVector, class FVector, class FVector, struct FCheckResult &);
	virtual void CheckForErrors();
	virtual void PostRender(class FLevelSceneNode *, class FRenderInterface *);
	virtual class APawn * GetAPawn();
	virtual void setMoveTimer(class FVector);
	virtual INT moveToward(class FVector const &, class AActor *);
	virtual void rotateToward(class AActor *, class FVector);
	virtual INT ReachedDesiredRotation();
	virtual INT SharingVehicleWith(class APawn *);
	virtual INT pointReachable(class FVector, INT);
	virtual INT actorReachable(class AActor *, INT, INT);
	virtual INT HurtByVolume(class AActor *);
	virtual void physicsRotation(FLOAT, class FVector);
	virtual class APawn * GetVehicleBase();
	APawn(class APawn const &);
	APawn();
	INT CacheNetRelevancy(INT, class APlayerController *, class AActor *);
	INT CanCrouchWalk(class FVector const &, class FVector const &, class AActor *);
	class ANavigationPoint * CheckDetour(class ANavigationPoint *, class ANavigationPoint *, INT);
	class FVector CheckForLedges(class FVector, class FVector, class FVector, INT &, INT &);
	void ClearSerpentine();
	void Crouch(INT);
	enum ETestMoveResult FindBestJump(class FVector);
	enum ETestMoveResult FindJumpUp(class FVector);
	FLOAT GetMaxSpeed();
	enum ETestMoveResult HitGoal(class AActor *);
	static void CDECL InternalConstructor(void *);
	INT IsHumanControlled();
	INT IsLocallyControlled();
	INT IsPlayer();
	class FVector NewFallVelocity(class FVector, class FVector, FLOAT);
	INT PickWallAdjust(class FVector, class AActor *);
	INT Reachable(class FVector, class AActor *);
	INT ReachedDestination(class FVector, class AActor *);
	void SetAnchor(class ANavigationPoint *);
	void StartNewSerpentine(class FVector, class FVector);
	static class UClass * CDECL StaticClass();
	class FVector SuggestJumpVelocity(class FVector, FLOAT, FLOAT);
	void UnCrouch(INT);
	void UpdateMovementAnimation(FLOAT);
	INT ValidAnchor();
	void ZeroMovementAlpha(INT, INT, FLOAT);
	class ANavigationPoint * breadthPathTo(FLOAT (CDECL*)(class ANavigationPoint *, class APawn *, FLOAT), class ANavigationPoint *, INT, FLOAT *, INT);
	INT calcMoveFlags();
	void eventBreathTimer();
	void eventChangeAnimation();
	void eventClientMessage(class FString const &, class FName);
	void eventEndCrouch(FLOAT);
	void eventHeadVolumeChange(class APhysicsVolume *);
	void eventModifyVelocity(FLOAT, class FVector);
	void eventPlayDying(class UClass *, class FVector);
	void eventPlayFalling();
	void eventPlayJump();
	void eventPlayLandingAnimation(FLOAT);
	void eventPostRender2D(class UCanvas *, FLOAT, FLOAT);
	void eventSetAnimAction(class FName);
	void eventSetHeadScale(FLOAT);
	void eventSetWalking(DWORD);
	void eventStartCrouch(FLOAT);
	void eventStartDriving(class AVehicle *);
	void eventStopDriving(class AVehicle *);
	void eventStopPlayFiring();
	void eventUpdateEyeHeight(FLOAT);
	void execForceCrouch(struct FFrame &, void * const);
	void execGet4WayDirection(struct FFrame &, void * const);
	void execReachedDestination(struct FFrame &, void * const);
	void execSetTwistLook(struct FFrame &, void * const);
	void execSetViewPitch(struct FFrame &, void * const);
	FLOAT findPathToward(class AActor *, class FVector, FLOAT (CDECL*)(class ANavigationPoint *, class APawn *, FLOAT), FLOAT, INT);
	enum ETestMoveResult flyMove(class FVector, class AActor *, FLOAT);
	INT flyReachable(class FVector, INT, class AActor *);
	enum ETestMoveResult jumpLanding(class FVector, INT);
	INT jumpReachable(class FVector, INT, class AActor *);
	INT ladderReachable(class FVector, INT, class AActor *);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class APawn & operator=(class APawn const &);
	void physHovering(FLOAT, INT);
	void physLadder(FLOAT, INT);
	void physSpider(FLOAT, INT);
	void physSwimming(FLOAT, INT);
	void startNewPhysics(FLOAT, INT);
	void startSwimming(class FVector, class FVector, FLOAT, FLOAT, INT);
	enum ETestMoveResult swimMove(class FVector, class AActor *, FLOAT);
	INT swimReachable(class FVector, INT, class AActor *);
	enum ETestMoveResult walkMove(class FVector, struct FCheckResult &, class AActor *, FLOAT);
	INT walkReachable(class FVector, INT, class AActor *);
private:
	INT Get4WayDirection();
	INT Pick3DWallAdjust(class FVector, class AActor *);
	void PlayIdle();
	void PlayLand();
	void PlayRunning();
	static class UClass PrivateStaticClass();
	void SetTwistLook(INT, INT);
	void SpiderstepUp(class FVector, class FVector, struct FCheckResult &);
	FLOAT Swim(class FVector, struct FCheckResult &);
	void UpdateInAir();
	void UpdateOnGround();
	void UpdateSwimming();
	void UpdateTwistLook(FLOAT);
	void calcVelocity(class FVector, FLOAT, FLOAT, FLOAT, INT, INT, INT);
	INT checkFloor(class FVector, struct FCheckResult &);
	INT findNewFloor(class FVector, FLOAT, FLOAT, INT);
	class FVector findWaterLine(class FVector, class FVector);
};

// -----------------------------------------------------------------------------
// FOrientation ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FOrientation
{
public:
	BYTE CamOrientation;                                                  //CPF_Edit
	class AActor* LookAt;                                                 //CPF_Edit
	class AActor* DollyWith;                                              //CPF_Edit
	FLOAT EaseIntime;                                                     //CPF_Edit
	INT bReversePitch;                                                    //CPF_Edit
	INT bReverseYaw;                                                      //CPF_Edit
	INT bReverseRoll;                                                     //CPF_Edit
	void * MA;                                                            //CPF_Transient
	FLOAT PctInStart;                                                     //0
	FLOAT PctInEnd;                                                       //0
	FLOAT PctInDuration;                                                  //0
	class FRotator StartingRotation;                                      //0
	FOrientation();
	INT operator!=(struct FOrientation const &) const;
	struct FOrientation & operator=(struct FOrientation);
};

// *****************************************************************************
// UMatObject (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UMatObject : public UObject
{
public:
	virtual ~UMatObject();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UMatObject(class UMatObject const &);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class UMatObject & operator=(class UMatObject const &);
protected:
	UMatObject();
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// URenderResource (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT URenderResource : public UObject
{
public:
	virtual ~URenderResource();
	virtual void Serialize(class FArchive &);
	static class UClass * CDECL StaticClass();
	URenderResource(class URenderResource const &);
	URenderResource();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class URenderResource & operator=(class URenderResource const &);
private:
	static class UClass PrivateStaticClass();
};

#define UCONST_IDC_ARROW 0
#define UCONST_IDC_SIZEALL 1
#define UCONST_IDC_SIZENESW 2
#define UCONST_IDC_SIZENS 3
#define UCONST_IDC_SIZENWSE 4
#define UCONST_IDC_SIZEWE 5
#define UCONST_IDC_WAIT 6


// *****************************************************************************
// UPlayer (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UPlayer : public UObject
{
public:
	void * vfOut;                                                             //CPF_Native|CPF_Transient
	void * vfExec;                                                            //CPF_Native|CPF_Transient
	class APlayerController* Actor;                                           //CPF_Transient
	class APlayerController* OldActor;                                        //CPF_Transient
	class UConsole* Console;                                                  //CPF_Transient
	BITFIELD bWindowsMouseAvailable : 1;                                      //CPF_Transient
	BITFIELD bShowWindowsMouse : 1;                                           //0
	FLOAT WindowsMouseX;                                                      //CPF_Transient
	FLOAT WindowsMouseY;                                                      //CPF_Transient
	INT CurrentVoiceBandwidth;                                                //CPF_Transient
	INT CurrentNetSpeed;                                                      //0
	INT ConfiguredInternetSpeed;                                              //CPF_Config|CPF_GlobalConfig
	INT ConfiguredLanSpeed;                                                   //CPF_Config|CPF_GlobalConfig
	BYTE SelectedCursor;                                                      //0
	class UInteractionMaster* InteractionMaster;                              //CPF_Transient
	TArray<class UInteraction*> LocalInteractions;                            //CPF_Transient|CPF_NeedCtorLink
	class UBaseGUIController* GUIController;                                  //CPF_Transient
	virtual INT Exec(TCHAR const *, class FOutputDevice &);
	virtual ~UPlayer();
	virtual void Destroy();
	virtual void Serialize(class FArchive &);
	static class UClass * CDECL StaticClass();
	UPlayer(class UPlayer const &);
	UPlayer();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UPlayer & operator=(class UPlayer const &);
private:
	static class UClass PrivateStaticClass();
};

enum ETexCoordCount{
	 TCN_2DCoords=0
	,TCN_3DCoords=1
	,TCN_4DCoords=2
};
enum ETexCoordSrc{
	 TCS_Stream0=0
	,TCS_Stream1=1
	,TCS_Stream2=2
	,TCS_Stream3=3
	,TCS_Stream4=4
	,TCS_Stream5=5
	,TCS_Stream6=6
	,TCS_Stream7=7
	,TCS_WorldCoords=8
	,TCS_CameraCoords=9
	,TCS_WorldEnvMapCoords=10
	,TCS_CameraEnvMapCoords=11
	,TCS_ProjectorCoords=12
	,TCS_NoChange=13
};

// *****************************************************************************
// UTexModifier (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UTexModifier : public UModifier
{
public:
	BYTE TexCoordSource;                                                      //0
	BYTE TexCoordCount;                                                       //CPF_Edit
	BITFIELD TexCoordProjected : 1;                                           //CPF_Edit
	INT texmodifier_dummy;                                                    //0
	virtual ~UTexModifier();
	virtual INT GetValidated();
	virtual void SetValidated(INT);
	virtual INT MaterialUSize();
	virtual INT MaterialVSize();
	virtual BYTE RequiredUVStreams();
	virtual INT RequiresNormal();
	virtual class FMatrix * GetMatrix(FLOAT);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UTexModifier(class UTexModifier const &);
	UTexModifier();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UTexModifier & operator=(class UTexModifier const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// APathNode (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT APathNode : public ANavigationPoint
{
public:
	virtual ~APathNode();
	virtual INT AddMyMarker(class AActor *);
	virtual INT ReviewPath(class APawn *);
	virtual void CheckSymmetry(class ANavigationPoint *);
	APathNode(class APathNode const &);
	APathNode();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class APathNode & operator=(class APathNode const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// ATriggers (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ATriggers : public AActor
{
public:
	virtual ~ATriggers();
	virtual INT ReachedBy(class APawn *, class FVector);
	ATriggers(class ATriggers const &);
	ATriggers();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class ATriggers & operator=(class ATriggers const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// ASmallNavigationPoint (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ASmallNavigationPoint : public ANavigationPoint
{
public:
	virtual ~ASmallNavigationPoint();
	ASmallNavigationPoint(class ASmallNavigationPoint const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class ASmallNavigationPoint & operator=(class ASmallNavigationPoint const &);
protected:
	ASmallNavigationPoint();
private:
	static class UClass PrivateStaticClass();
};

// -----------------------------------------------------------------------------
// AssociatedTouch ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT AssociatedTouch
{
};
struct AVolume_execDisplayDebug_Parms
{
	class UCanvas* Canvas;                                                    //CPF_Parm
	FLOAT YL;                                                                 //CPF_Parm|CPF_OutParm
	FLOAT YPos;                                                               //CPF_Parm|CPF_OutParm
};
struct AVolume_execPostBeginPlay_Parms
{
};
struct AVolume_execEncompasses_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};

// *****************************************************************************
// AVolume (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AVolume : public ABrush
{
public:
	class AActor* AssociatedActor;                                            //0
	FName AssociatedActorTag;                                                 //CPF_Edit
	INT LocationPriority;                                                     //CPF_Edit
	class FString LocationName;                                               //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class ADecorationList* DecoList;                                          //CPF_Edit|CPF_0x08000000
	virtual ~AVolume();
	virtual INT ShouldTrace(class AActor *, DWORD);
	virtual void SetVolumes();
	virtual void SetVolumes(class TArray<class AVolume *> const &);
	virtual void PostBeginPlay();
	virtual INT IsAVolume();
	AVolume(class AVolume const &);
	AVolume();
	INT Encompasses(class FVector);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	void execEncompasses(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class AVolume & operator=(class AVolume const &);
private:
	static class UClass PrivateStaticClass();
};
struct ADamageType_execGetWeaponClass_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct ADamageType_execGetHitEffects_Parms
{
	class UClass HitEffects[4];                                               //CPF_Parm|CPF_OutParm
	INT VictemHealth;                                                         //CPF_Parm
};
struct ADamageType_execIsOfType_Parms
{
	INT Description;                                                          //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT Result;                                                               //0
};
struct ADamageType_execGetPawnDamageSound_Parms
{
	class USound* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ADamageType_execGetPawnDamageEmitter_Parms
{
	class FVector HitLocation;                                                //CPF_Parm
	FLOAT Damage;                                                             //CPF_Parm
	class FVector Momentum;                                                   //CPF_Parm
	class APawn* Victim;                                                      //CPF_Parm
	BITFIELD bLowDetail : 1;                                                  //CPF_Parm
	class UClass ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ADamageType_execGetPawnDamageEffect_Parms
{
	class FVector HitLocation;                                                //CPF_Parm
	FLOAT Damage;                                                             //CPF_Parm
	class FVector Momentum;                                                   //CPF_Parm
	class APawn* Victim;                                                      //CPF_Parm
	BITFIELD bLowDetail : 1;                                                  //CPF_Parm
	class UClass ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ADamageType_execSuicideMessage_Parms
{
	class APlayerReplicationInfo* Victim;                                     //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct ADamageType_execDeathMessage_Parms
{
	class APlayerReplicationInfo* Killer;                                     //CPF_Parm
	class APlayerReplicationInfo* Victim;                                     //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct ADamageType_execScoreKill_Parms
{
	class AController* Killer;                                                //CPF_Parm
	class AController* Killed;                                                //CPF_Parm
};
struct ADamageType_execIncrementKills_Parms
{
	class AController* Killer;                                                //CPF_Parm
};

// *****************************************************************************
// ADamageType (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ADamageType : public AActor
{
public:
	class FString DeathString;                                                //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class FString FemaleSuicide;                                              //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class FString MaleSuicide;                                                //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	FLOAT ViewFlash;                                                          //CPF_Edit
	class FVector ViewFog;                                                    //CPF_Edit
	class UClass* DamageEffect;                                               //CPF_Edit
	class FString DamageWeaponName;                                           //CPF_Edit|CPF_NeedCtorLink
	BITFIELD bArmorStops : 1;                                                 //CPF_Edit
	BITFIELD bInstantHit : 1;                                                 //CPF_Edit
	BITFIELD bFastInstantHit : 1;                                             //CPF_Edit
	BITFIELD bAlwaysGibs : 1;                                                 //CPF_Edit
	BITFIELD bLocationalHit : 1;                                              //CPF_Edit
	BITFIELD bAlwaysSevers : 1;                                               //CPF_Edit
	BITFIELD bSpecial : 1;                                                    //CPF_Edit
	BITFIELD bDetonatesGoop : 1;                                              //CPF_Edit
	BITFIELD bSkeletize : 1;                                                  //CPF_Edit
	BITFIELD bCauseConvulsions : 1;                                           //CPF_Edit
	BITFIELD bSuperWeapon : 1;                                                //CPF_Edit
	BITFIELD bCausesBlood : 1;                                                //CPF_Edit
	BITFIELD bKUseOwnDeathVel : 1;                                            //CPF_Edit
	BITFIELD bKUseTearOffMomentum : 1;                                        //CPF_Edit
	BITFIELD bDelayedDamage : 1;                                              //0
	BITFIELD bNeverSevers : 1;                                                //0
	BITFIELD bThrowRagdoll : 1;                                               //0
	BITFIELD bRagdollBullet : 1;                                              //0
	BITFIELD bLeaveBodyEffect : 1;                                            //0
	BITFIELD bExtraMomentumZ : 1;                                             //0
	BITFIELD bFlaming : 1;                                                    //0
	BITFIELD bRubbery : 1;                                                    //0
	BITFIELD bCausedByWorld : 1;                                              //0
	BITFIELD bDirectDamage : 1;                                               //0
	BITFIELD bBulletHit : 1;                                                  //0
	BITFIELD bVehicleHit : 1;                                                 //0
	FLOAT GibModifier;                                                        //CPF_Edit
	class UClass* PawnDamageEffect;                                           //CPF_Edit
	class UClass* PawnDamageEmitter;                                          //CPF_Edit
	TArray<class USound*> PawnDamageSounds;                                   //CPF_Edit|CPF_NeedCtorLink
	class UClass* LowGoreDamageEffect;                                        //CPF_Edit
	class UClass* LowGoreDamageEmitter;                                       //CPF_Edit
	TArray<class USound*> LowGoreDamageSounds;                                //CPF_Edit|CPF_NeedCtorLink
	class UClass* LowDetailEffect;                                            //CPF_Edit
	class UClass* LowDetailEmitter;                                           //CPF_Edit
	FLOAT FlashScale;                                                         //CPF_Edit
	class FVector FlashFog;                                                   //CPF_Edit
	INT DamageDesc;                                                           //CPF_Edit
	INT DamageThreshold;                                                      //CPF_Edit
	class FVector DamageKick;                                                 //CPF_Edit
	class UMaterial* DamageOverlayMaterial;                                   //CPF_Edit
	class UMaterial* DeathOverlayMaterial;                                    //CPF_Edit
	FLOAT DamageOverlayTime;                                                  //CPF_Edit
	FLOAT DeathOverlayTime;                                                   //CPF_Edit
	FLOAT GibPerterbation;                                                    //CPF_Edit
	FLOAT KDamageImpulse;                                                     //CPF_Edit
	FLOAT KDeathVel;                                                          //CPF_Edit
	FLOAT KDeathUpKick;                                                       //CPF_Edit
	FLOAT VehicleDamageScaling;                                               //0
	FLOAT VehicleMomentumScaling;                                             //0
	virtual ~ADamageType();
	ADamageType(class ADamageType const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class ADamageType & operator=(class ADamageType const &);
protected:
	ADamageType();
private:
	static class UClass PrivateStaticClass();
};

// -----------------------------------------------------------------------------
// RoundEnded ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT RoundEnded
{
};

// -----------------------------------------------------------------------------
// GameEnded ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT GameEnded
{
};

// -----------------------------------------------------------------------------
// Dead ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT Dead
{
};

#define UCONST_LATENT_MOVETOWARD 503

struct AController_execParseChatPercVar_Parms
{
	class FString Cmd;                                                        //CPF_Parm|CPF_NeedCtorLink
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AController_execServerReStartPlayer_Parms
{
};
struct AController_execChangedWeapon_Parms
{
};
struct AController_execPawnDied_Parms
{
	class APawn* P;                                                           //CPF_Parm
};
struct AController_execGetLastWeapon_Parms
{
	class UClass ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execDontReuseTaunt_Parms
{
	INT t;                                                                    //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execAutoTaunt_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execStartMonitoring_Parms
{
	class APawn* P;                                                           //CPF_Parm
	FLOAT MaxDist;                                                            //CPF_Parm
};
struct AController_eventMonitoredPawnAlert_Parms
{
};
struct AController_execServerGivePawn_Parms
{
};
struct AController_execCheckFutureSight_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execSetPawnFemale_Parms
{
};
struct AController_execSetPawnClass_Parms
{
	class FString inClass;                                                    //CPF_Parm|CPF_NeedCtorLink
	class FString InCharacter;                                                //CPF_Parm|CPF_NeedCtorLink
	class UClass* pClass;                                                     //0
};
struct AController_execClientSetWeapon_Parms
{
	class UClass* WeaponClass;                                                //CPF_Parm
	class AInventory* Inv;                                                    //0
	INT Count;                                                                //0
};
struct AController_execClientSwitchToBestWeapon_Parms
{
};
struct AController_execSwitchToBestWeapon_Parms
{
	FLOAT rating;                                                             //0
};
struct AController_eventDelayedWarning_Parms
{
};
struct AController_execReceiveProjectileWarning_Parms
{
	class AProjectile* proj;                                                  //CPF_Parm
};
struct AController_execAdjustAim_Parms
{
	struct FFireProperties FiredAmmunition;                                   //CPF_Parm
	class FVector projStart;                                                  //CPF_Parm
	INT aimerror;                                                             //CPF_Parm
	class FRotator ReturnValue;                                               //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execWeaponPreference_Parms
{
	class AWeapon* W;                                                         //CPF_Parm
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execRateWeapon_Parms
{
	class AWeapon* W;                                                         //CPF_Parm
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execStopFiring_Parms
{
};
struct AController_execFireWeaponAt_Parms
{
	class AActor* A;                                                          //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execAdjustDesireFor_Parms
{
	class APickup* P;                                                         //CPF_Parm
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execdamageAttitudeTo_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	FLOAT Damage;                                                             //CPF_Parm
};
struct AController_execNotifyKilled_Parms
{
	class AController* Killer;                                                //CPF_Parm
	class AController* Killed;                                                //CPF_Parm
	class APawn* Other;                                                       //CPF_Parm
};
struct AController_execShakeView_Parms
{
	class FVector shRotMag;                                                   //CPF_Parm
	class FVector shRotRate;                                                  //CPF_Parm
	FLOAT shRotTime;                                                          //CPF_Parm
	class FVector shOffsetMag;                                                //CPF_Parm
	class FVector shOffsetRate;                                               //CPF_Parm
	FLOAT shOffsetTime;                                                       //CPF_Parm
};
struct AController_execDamageShake_Parms
{
	INT Damage;                                                               //CPF_Parm
};
struct AController_eventEnemyNotVisible_Parms
{
};
struct AController_eventSeeMonster_Parms
{
	class APawn* Seen;                                                        //CPF_Parm
};
struct AController_eventSeePlayer_Parms
{
	class APawn* Seen;                                                        //CPF_Parm
};
struct AController_eventHearNoise_Parms
{
	FLOAT Loudness;                                                           //CPF_Parm
	class AActor* NoiseMaker;                                                 //CPF_Parm
};
struct AController_eventSetupSpecialPathAbilities_Parms
{
};
struct AController_eventSuperDesireability_Parms
{
	class APickup* P;                                                         //CPF_Parm
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_eventDesireability_Parms
{
	class APickup* P;                                                         //CPF_Parm
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execFearThisSpot_Parms
{
	class AAvoidMarker* aSpot;                                                //CPF_Parm
	INT i;                                                                    //0
};
struct AController_execUnderLift_Parms
{
	class AMover* M;                                                          //CPF_Parm
};
struct AController_execMoverFinished_Parms
{
};
struct AController_execWaitForMover_Parms
{
	class AMover* M;                                                          //CPF_Parm
};
struct AController_eventPrepareForMove_Parms
{
	class ANavigationPoint* Goal;                                             //CPF_Parm
	class UReachSpec* Path;                                                   //CPF_Parm
};
struct AController_execAdjustToss_Parms
{
	FLOAT TSpeed;                                                             //CPF_Parm
	class FVector Start;                                                      //CPF_Parm
	class FVector End;                                                        //CPF_Parm
	BITFIELD bNormalize : 1;                                                  //CPF_Parm
	class FVector ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class FVector Dest2D;                                                     //0
	class FVector Result;                                                     //0
	class FVector Vel2D;                                                      //0
	FLOAT Dist2D;                                                             //0
};
struct AController_execWouldReactToSeeing_Parms
{
	class APawn* Seen;                                                        //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execWouldReactToNoise_Parms
{
	FLOAT Loudness;                                                           //CPF_Parm
	class AActor* NoiseMaker;                                                 //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execBotVoiceMessage_Parms
{
	FName messagetype;                                                        //CPF_Parm
	BYTE MessageID;                                                           //CPF_Parm
	class AController* Sender;                                                //CPF_Parm
};
struct AController_execClientVoiceMessage_Parms
{
	class APlayerReplicationInfo* Sender;                                     //CPF_Parm
	class APlayerReplicationInfo* Recipient;                                  //CPF_Parm
	FName messagetype;                                                        //CPF_Parm
	BYTE MessageID;                                                           //CPF_Parm
};
struct AController_execSendVoiceMessage_Parms
{
	class APlayerReplicationInfo* Sender;                                     //CPF_Parm
	class APlayerReplicationInfo* Recipient;                                  //CPF_Parm
	FName messagetype;                                                        //CPF_Parm
	BYTE MessageID;                                                           //CPF_Parm
	FName BroadcastType;                                                      //CPF_Parm
	class AController* P;                                                     //0
};
struct AController_execAllowVoiceMessage_Parms
{
	FName messagetype;                                                        //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execSendMessage_Parms
{
	class APlayerReplicationInfo* Recipient;                                  //CPF_Parm
	FName messagetype;                                                        //CPF_Parm
	BYTE MessageID;                                                           //CPF_Parm
	FLOAT Wait;                                                               //CPF_Parm
	FName BroadcastType;                                                      //CPF_Parm
};
struct AController_execGetMessageIndex_Parms
{
	FName PhraseName;                                                         //CPF_Parm
	BYTE ReturnValue;                                                         //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execGetFacingDirection_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_eventRenderOverlays_Parms
{
	class UCanvas* Canvas;                                                    //CPF_Parm
};
struct AController_execClientRoundEnded_Parms
{
};
struct AController_execRoundHasEnded_Parms
{
};
struct AController_execClientGameEnded_Parms
{
};
struct AController_execGameHasEnded_Parms
{
};
struct AController_execWantsSmoothedView_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execAdjustView_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
	class AController* C;                                                     //0
};
struct AController_eventAllowDetourTo_Parms
{
	class ANavigationPoint* N;                                                //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_eventDestroyed_Parms
{
};
struct AController_execHandlePickup_Parms
{
	class APickup* pick;                                                      //CPF_Parm
};
struct AController_execSameTeamAs_Parms
{
	class AController* C;                                                     //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execGetTeamNum_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execInitPlayerReplicationInfo_Parms
{
};
struct AController_eventPostBeginPlay_Parms
{
};
struct AController_eventPreBeginPlay_Parms
{
};
struct AController_execPawnIsInPain_Parms
{
	class APhysicsVolume* PainVolume;                                         //CPF_Parm
};
struct AController_execSetFall_Parms
{
};
struct AController_execNotifyTakeHit_Parms
{
	class APawn* instigatedBy;                                                //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
	INT Damage;                                                               //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
	class FVector Momentum;                                                   //CPF_Parm
};
struct AController_execNotifyAddInventory_Parms
{
	class AInventory* NewItem;                                                //CPF_Parm
};
struct AController_execSetDoubleJump_Parms
{
};
struct AController_eventNotifyMissedJump_Parms
{
};
struct AController_eventNotifyJumpApex_Parms
{
};
struct AController_eventNotifyHitMover_Parms
{
	class FVector HitNormal;                                                  //CPF_Parm
	class AMover* Wall;                                                       //CPF_Parm
};
struct AController_eventNotifyBump_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_eventNotifyFallingHitWall_Parms
{
	class FVector HitNormal;                                                  //CPF_Parm
	class AActor* Wall;                                                       //CPF_Parm
};
struct AController_eventNotifyHitWall_Parms
{
	class FVector HitNormal;                                                  //CPF_Parm
	class AActor* Wall;                                                       //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_eventNotifyPostLanded_Parms
{
};
struct AController_eventNotifyLanded_Parms
{
	class FVector HitNormal;                                                  //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_eventNotifyHeadVolumeChange_Parms
{
	class APhysicsVolume* NewVolume;                                          //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_eventNotifyPhysicsVolumeChange_Parms
{
	class APhysicsVolume* NewVolume;                                          //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_eventLongFall_Parms
{
};
struct AController_execRestart_Parms
{
};
struct AController_execWasKilledBy_Parms
{
	class AController* Other;                                                 //CPF_Parm
};
struct AController_execUnPossess_Parms
{
};
struct AController_execPossess_Parms
{
	class APawn* aPawn;                                                       //CPF_Parm
};
struct AController_eventSoakStop_Parms
{
	class FString problem;                                                    //CPF_Parm|CPF_NeedCtorLink
};
struct AController_eventAIHearSound_Parms
{
	class AActor* Actor;                                                      //CPF_Parm
	INT Id;                                                                   //CPF_Parm
	class USound* S;                                                          //CPF_Parm
	class FVector SoundLocation;                                              //CPF_Parm
	class FVector Parameters;                                                 //CPF_Parm
	BITFIELD Attenuate : 1;                                                   //CPF_Parm
};
struct AController_execClientDying_Parms
{
	class UClass* DamageType;                                                 //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
};
struct AController_execClientSetRotation_Parms
{
	class FRotator NewRotation;                                               //CPF_Parm
};
struct AController_execClientSetLocation_Parms
{
	class FVector NewLocation;                                                //CPF_Parm
	class FRotator NewRotation;                                               //CPF_Parm
};
struct AController_execAvoidCertainDeath_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execReset_Parms
{
};
struct AController_execGetViewRotation_Parms
{
	class FRotator ReturnValue;                                               //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execGetHumanReadableName_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AController_execDisplayDebug_Parms
{
	class UCanvas* Canvas;                                                    //CPF_Parm
	FLOAT YL;                                                                 //CPF_Parm|CPF_OutParm
	FLOAT YPos;                                                               //CPF_Parm|CPF_OutParm
	class FString DebugString;                                                //CPF_NeedCtorLink
};
struct AController_execNeedsAdrenaline_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execAwardAdrenaline_Parms
{
	FLOAT Amount;                                                             //CPF_Parm
};
struct AController_execPendingStasis_Parms
{
};
struct AController_eventMissedDodge_Parms
{
};
struct AController_eventMayDodgeToMoveTarget_Parms
{
};
struct AController_eventMayFall_Parms
{
};
struct AController_execCanMakePathTo_Parms
{
	class AActor* A;                                                          //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execEndClimbLadder_Parms
{
};
struct AController_execStopWaiting_Parms
{
};
struct AController_execInLatentExecution_Parms
{
	INT LatentActionNumber;                                                   //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execPickAnyTarget_Parms
{
	FLOAT bestAim;                                                            //CPF_Parm|CPF_OutParm
	FLOAT BestDist;                                                           //CPF_Parm|CPF_OutParm
	class FVector FireDir;                                                    //CPF_Parm
	class FVector projStart;                                                  //CPF_Parm
	class AActor* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execPickTarget_Parms
{
	FLOAT bestAim;                                                            //CPF_Parm|CPF_OutParm
	FLOAT BestDist;                                                           //CPF_Parm|CPF_OutParm
	class FVector FireDir;                                                    //CPF_Parm
	class FVector projStart;                                                  //CPF_Parm
	FLOAT MaxRange;                                                           //CPF_Parm
	class APawn* ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execRemoveController_Parms
{
};
struct AController_execAddController_Parms
{
};
struct AController_execFindBestSuperPickup_Parms
{
	FLOAT MaxDist;                                                            //CPF_Parm
	class AActor* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execFindBestInventoryPath_Parms
{
	FLOAT MinWeight;                                                          //CPF_Parm|CPF_OutParm
	class AActor* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execWaitForLanding_Parms
{
};
struct AController_execPickWallAdjust_Parms
{
	class FVector HitNormal;                                                  //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execactorReachable_Parms
{
	class AActor* anActor;                                                    //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execpointReachable_Parms
{
	class FVector aPoint;                                                     //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execEAdjustJump_Parms
{
	FLOAT BaseZ;                                                              //CPF_Parm
	FLOAT XYSpeed;                                                            //CPF_Parm
	class FVector ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execFindRandomDest_Parms
{
	class ANavigationPoint* ReturnValue;                                      //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execFindPathTowardNearest_Parms
{
	class UClass* GoalClass;                                                  //CPF_Parm
	BITFIELD bWeightDetours : 1;                                              //CPF_Parm
	class AActor* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execFindPathToIntercept_Parms
{
	class APawn* P;                                                           //CPF_Parm
	class AActor* RouteGoal;                                                  //CPF_Parm
	BITFIELD bWeightDetours : 1;                                              //CPF_Parm
	class AActor* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execFindPathToward_Parms
{
	class AActor* anActor;                                                    //CPF_Parm
	BITFIELD bWeightDetours : 1;                                              //CPF_Parm
	class AActor* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execFindPathTo_Parms
{
	class FVector aPoint;                                                     //CPF_Parm
	class AActor* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execCanSee_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execLineOfSightTo_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AController_execFinishRotation_Parms
{
};
struct AController_execMoveToward_Parms
{
	class AActor* NewTarget;                                                  //CPF_Parm
	class AActor* ViewFocus;                                                  //CPF_Parm
	FLOAT DestinationOffset;                                                  //CPF_Parm
	BITFIELD bUseStrafing : 1;                                                //CPF_Parm
	BITFIELD bShouldWalk : 1;                                                 //CPF_Parm
};
struct AController_execMoveTo_Parms
{
	class FVector NewDestination;                                             //CPF_Parm
	class AActor* ViewFocus;                                                  //CPF_Parm
	BITFIELD bShouldWalk : 1;                                                 //CPF_Parm
};
struct AController_eventReceiveWarning_Parms
{
	class APawn* shooter;                                                     //CPF_Parm
	FLOAT projSpeed;                                                          //CPF_Parm
	class FVector FireDir;                                                    //CPF_Parm
};
struct AController_execInstantWarnTarget_Parms
{
	class AActor* Target;                                                     //CPF_Parm
	struct FFireProperties FiredAmmunition;                                   //CPF_Parm
	class FVector FireDir;                                                    //CPF_Parm
	FLOAT dist;                                                               //0
};

// *****************************************************************************
// AController (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AController : public AActor
{
public:
	class APawn* Pawn;                                                        //CPF_Net
	INT PlayerNum;                                                            //0
	FLOAT SightCounter;                                                       //0
	FLOAT FovAngle;                                                           //0
	FLOAT Handedness;                                                         //CPF_Config|CPF_GlobalConfig
	BITFIELD bIsPlayer : 1;                                                   //0
	BITFIELD bGodMode : 1;                                                    //0
	BITFIELD bLOSflag : 1;                                                    //0
	BITFIELD bAdvancedTactics : 1;                                            //0
	BITFIELD bCanOpenDoors : 1;                                               //0
	BITFIELD bCanDoSpecial : 1;                                               //0
	BITFIELD bAdjusting : 1;                                                  //0
	BITFIELD bPreparingMove : 1;                                              //0
	BITFIELD bControlAnimations : 1;                                          //0
	BITFIELD bEnemyInfoValid : 1;                                             //0
	BITFIELD bNotifyApex : 1;                                                 //0
	BITFIELD bUsePlayerHearing : 1;                                           //0
	BITFIELD bJumpOverWall : 1;                                               //0
	BITFIELD bEnemyAcquired : 1;                                              //0
	BITFIELD bSoaking : 1;                                                    //0
	BITFIELD bHuntPlayer : 1;                                                 //0
	BITFIELD bAllowedToTranslocate : 1;                                       //0
	BITFIELD bAllowedToImpactJump : 1;                                        //0
	BITFIELD bAdrenalineEnabled : 1;                                          //CPF_Net
	BITFIELD bNotifyFallingHitWall : 1;                                       //0
	BITFIELD bSlowerZAcquire : 1;                                             //0
	BITFIELD bInDodgeMove : 1;                                                //0
	BITFIELD bVehicleTransition : 1;                                          //0
	BITFIELD bForceStrafe : 1;                                                //0
	BITFIELD bNotifyPostLanded : 1;                                           //0
	BYTE bRun;                                                                //CPF_Input
	BYTE bDuck;                                                               //CPF_Input
	BYTE bFire;                                                               //CPF_Input
	BYTE bAltFire;                                                            //CPF_Input
	BYTE bVoiceTalk;                                                          //CPF_Input
	class FVector AdjustLoc;                                                  //0
	class AController* nextController;                                        //0
	FLOAT Stimulus;                                                           //0
	FLOAT MoveTimer;                                                          //0
	class AActor* MoveTarget;                                                 //0
	class FVector Destination;                                                //0
	class FVector FocalPoint;                                                 //0
	class AActor* Focus;                                                      //0
	FLOAT FocusLead;                                                          //0
	class AMover* PendingMover;                                               //0
	class AActor* GoalList[4];                                                //0
	class ANavigationPoint* home;                                             //0
	FLOAT MinHitWall;                                                         //0
	FLOAT RespawnPredictionTime;                                              //0
	FLOAT DodgeToGoalPct;                                                     //0
	INT AcquisitionYawRate;                                                   //0
	FLOAT DodgeLandZ;                                                         //0
	class AVehicle* LastBlockingVehicle;                                      //0
	class APawn* Enemy;                                                       //0
	class AActor* Target;                                                     //0
	class FVector LastSeenPos;                                                //0
	class FVector LastSeeingPos;                                              //0
	FLOAT LastSeenTime;                                                       //0
	class FString VoiceType;                                                  //CPF_NeedCtorLink
	FLOAT OldMessageTime;                                                     //0
	class AActor* RouteCache[16];                                             //0
	class UReachSpec* CurrentPath;                                            //0
	class UReachSpec* NextRoutePath;                                          //0
	class FVector CurrentPathDir;                                             //0
	class AActor* RouteGoal;                                                  //0
	FLOAT RouteDist;                                                          //0
	FLOAT LastRouteFind;                                                      //0
	class FVector DirectionHint;                                              //0
	class UClass* PlayerReplicationInfoClass;                                 //CPF_Edit
	class APlayerReplicationInfo* PlayerReplicationInfo;                      //CPF_Net
	class UClass* PawnClass;                                                  //CPF_Net
	class UClass* PreviousPawnClass;                                          //0
	FLOAT GroundPitchTime;                                                    //0
	class FVector ViewX;                                                      //0
	class FVector ViewY;                                                      //0
	class FVector ViewZ;                                                      //0
	class ANavigationPoint* StartSpot;                                        //0
	class FVector MonitorStartLoc;                                            //0
	class APawn* MonitoredPawn;                                               //0
	FLOAT MonitorMaxDistSq;                                                   //0
	class AAvoidMarker* FearSpots[2];                                         //0
	FLOAT WarningDelay;                                                       //0
	class AProjectile* WarningProjectile;                                     //0
	class APawn* ShotTarget;                                                  //0
	class AActor* LastFailedReach;                                            //0
	FLOAT FailedReachTime;                                                    //0
	class FVector FailedReachLocation;                                        //0
	FLOAT Adrenaline;                                                         //CPF_Net
	FLOAT AdrenalineMax;                                                      //0
	class UClass* LastPawnWeapon;                                             //0
	virtual ~AController();
	virtual INT * GetOptimizedRepList(BYTE *, struct FPropertyRetirement *, INT *, class UPackageMap *, class UActorChannel *);
	virtual INT Tick(FLOAT, enum ELevelTick);
	virtual void Spawned();
	virtual void StartAnimPoll();
	virtual INT CheckAnimFinished(INT);
	virtual void CheckHearSound(class AActor *, INT, class USound *, class FVector, FLOAT, INT);
	virtual class AActor * GetViewTarget();
	virtual INT AcceptNearbyPath(class AActor *);
	virtual void AdjustFromWall(class FVector, class AActor *);
	virtual void SetAdjustLocation(class FVector);
	virtual INT LocalPlayerController();
	virtual INT WantsLedgeCheck();
	virtual INT StopAtLedge();
	virtual void AirSteering(FLOAT);
	AController(class AController const &);
	AController();
	INT CanHear(class FVector, FLOAT, class AActor *);
	INT CanHearSound(class FVector, class AActor *, FLOAT);
	void CheckEnemyVisible();
	void CheckFears();
	class AActor * FindPath(class FVector, class AActor *, INT);
	class AActor * HandleSpecial(class AActor *);
	static void CDECL InternalConstructor(void *);
	DWORD LineOfSightTo(class AActor *, INT);
	DWORD SeePawn(class APawn *, INT);
	class AActor * SetPath(INT);
	void SetRouteCache(class ANavigationPoint *, FLOAT, FLOAT);
	void ShowSelf();
	static class UClass * CDECL StaticClass();
	void eventAIHearSound(class AActor *, INT, class USound *, class FVector, class FVector, DWORD);
	DWORD eventAllowDetourTo(class ANavigationPoint *);
	void eventDelayedWarning();
	FLOAT eventDesireability(class APickup *);
	void eventEnemyNotVisible();
	void eventHearNoise(FLOAT, class AActor *);
	void eventLongFall();
	void eventMayDodgeToMoveTarget();
	void eventMayFall();
	void eventMissedDodge();
	void eventMonitoredPawnAlert();
	DWORD eventNotifyBump(class AActor *);
	void eventNotifyFallingHitWall(class FVector, class AActor *);
	DWORD eventNotifyHeadVolumeChange(class APhysicsVolume *);
	void eventNotifyHitMover(class FVector, class AMover *);
	DWORD eventNotifyHitWall(class FVector, class AActor *);
	void eventNotifyJumpApex();
	DWORD eventNotifyLanded(class FVector);
	void eventNotifyMissedJump();
	DWORD eventNotifyPhysicsVolumeChange(class APhysicsVolume *);
	void eventNotifyPostLanded();
	void eventPrepareForMove(class ANavigationPoint *, class UReachSpec *);
	void eventReceiveWarning(class APawn *, FLOAT, class FVector);
	void eventSeeMonster(class APawn *);
	void eventSeePlayer(class APawn *);
	void eventSetupSpecialPathAbilities();
	void eventSoakStop(class FString const &);
	FLOAT eventSuperDesireability(class APickup *);
	void execAddController(struct FFrame &, void * const);
	void execCanMakePathTo(struct FFrame &, void * const);
	void execCanSee(struct FFrame &, void * const);
	void execEAdjustJump(struct FFrame &, void * const);
	void execEndClimbLadder(struct FFrame &, void * const);
	void execFindBestInventoryPath(struct FFrame &, void * const);
	void execFindBestSuperPickup(struct FFrame &, void * const);
	void execFindPathTo(struct FFrame &, void * const);
	void execFindPathToIntercept(struct FFrame &, void * const);
	void execFindPathToward(struct FFrame &, void * const);
	void execFindPathTowardNearest(struct FFrame &, void * const);
	void execFindRandomDest(struct FFrame &, void * const);
	void execFinishRotation(struct FFrame &, void * const);
	void execInLatentExecution(struct FFrame &, void * const);
	void execLineOfSightTo(struct FFrame &, void * const);
	void execMoveTo(struct FFrame &, void * const);
	void execMoveToward(struct FFrame &, void * const);
	void execPickAnyTarget(struct FFrame &, void * const);
	void execPickTarget(struct FFrame &, void * const);
	void execPickWallAdjust(struct FFrame &, void * const);
	void execPollFinishRotation(struct FFrame &, void * const);
	void execPollMoveTo(struct FFrame &, void * const);
	void execPollMoveToward(struct FFrame &, void * const);
	void execPollWaitForLanding(struct FFrame &, void * const);
	void execRemoveController(struct FFrame &, void * const);
	void execStopWaiting(struct FFrame &, void * const);
	void execWaitForLanding(struct FFrame &, void * const);
	void execactorReachable(struct FFrame &, void * const);
	void execpointReachable(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class AController & operator=(class AController const &);
private:
	static class UClass PrivateStaticClass();
};
struct AInventory_execSelectNext_Parms
{
	class APowerups* ReturnValue;                                             //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AInventory_execHandlePickupQuery_Parms
{
	class APickup* Item;                                                      //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AInventory_execGiveTo_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	class APickup* Pickup;                                                    //CPF_Parm
};
struct AInventory_execDestroyed_Parms
{
};
struct AInventory_execTravelPostAccept_Parms
{
};
struct AInventory_eventTravelPreAccept_Parms
{
};
struct AInventory_execRecommendWeapon_Parms
{
	FLOAT rating;                                                             //CPF_Parm|CPF_OutParm
	class AWeapon* ReturnValue;                                               //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AInventory_execPickupFunction_Parms
{
	class APawn* Other;                                                       //CPF_Parm
};
struct AInventory_execGetHumanReadableName_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AInventory_eventRenderOverlays_Parms
{
	class UCanvas* Canvas;                                                    //CPF_Parm
};
struct AInventory_execDetachFromPawn_Parms
{
	class APawn* P;                                                           //CPF_Parm
};
struct AInventory_execupdaterelative_Parms
{
	INT Pitch;                                                                //CPF_Parm
	INT Yaw;                                                                  //CPF_Parm
	INT Roll;                                                                 //CPF_Parm
	class FRotator newRot;                                                    //0
};
struct AInventory_execAttachToPawn_Parms
{
	class APawn* P;                                                           //CPF_Parm
	FName BoneName;                                                           //0
};
struct AInventory_execStaticItemName_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AInventory_execSetOwnerDisplay_Parms
{
};
struct AInventory_execOwnerEvent_Parms
{
	FName EventName;                                                          //CPF_Parm
};
struct AInventory_execPrioritizeArmor_Parms
{
	INT Damage;                                                               //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
	class AArmor* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class AArmor* FirstArmor;                                                 //0
};
struct AInventory_execNextWeapon_Parms
{
	class AWeapon* CurrentChoice;                                             //CPF_Parm
	class AWeapon* CurrentWeapon;                                             //CPF_Parm
	class AWeapon* ReturnValue;                                               //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AInventory_execPrevWeapon_Parms
{
	class AWeapon* CurrentChoice;                                             //CPF_Parm
	class AWeapon* CurrentWeapon;                                             //CPF_Parm
	class AWeapon* ReturnValue;                                               //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AInventory_execWeaponChange_Parms
{
	BYTE F;                                                                   //CPF_Parm
	BITFIELD bSilent : 1;                                                     //CPF_Parm
	class AWeapon* ReturnValue;                                               //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AInventory_execUse_Parms
{
	FLOAT Value;                                                              //CPF_Parm
};
struct AInventory_execDropFrom_Parms
{
	class FVector StartLocation;                                              //CPF_Parm
	class APickup* P;                                                         //0
};

// *****************************************************************************
// AInventory (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AInventory : public AActor
{
public:
	BYTE InventoryGroup;                                                      //0
	BYTE GroupOffset;                                                         //0
	BITFIELD bDisplayableInv : 1;                                             //0
	BITFIELD bTossedOut : 1;                                                  //0
	class UClass* PickupClass;                                                //CPF_0x01000000
	INT Charge;                                                               //CPF_Edit|CPF_Net|CPF_Travel
	class FVector PlayerViewOffset;                                           //0
	class FRotator PlayerViewPivot;                                           //CPF_Edit
	BITFIELD bDrawingFirstPerson : 1;                                         //CPF_Edit
	FLOAT BobDamping;                                                         //CPF_Edit
	class AActor* ThirdPersonActor;                                           //CPF_Net
	class UClass* AttachmentClass;                                            //CPF_0x01000000
	class UMaterial* IconMaterial;                                            //CPF_Edit
	struct FIntBox IconCoords;                                                //CPF_Edit
	class FString ItemName;                                                   //CPF_Edit|CPF_Localized|CPF_NeedCtorLink|CPF_0x01000000
	virtual ~AInventory();
	virtual INT * GetOptimizedRepList(BYTE *, struct FPropertyRetirement *, INT *, class UPackageMap *, class UActorChannel *);
	AInventory(class AInventory const &);
	AInventory();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class AInventory & operator=(class AInventory const &);
private:
	static class UClass PrivateStaticClass();
};
struct AKActor_eventKImpact_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class FVector pos;                                                        //CPF_Parm
	class FVector impactVel;                                                  //CPF_Parm
	class FVector impactNorm;                                                 //CPF_Parm
	INT numSounds;                                                            //0
	INT SoundNum;                                                             //0
};
struct AKActor_execTrigger_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class APawn* EventInstigator;                                             //CPF_Parm
};
struct AKActor_execTakeDamage_Parms
{
	INT Damage;                                                               //CPF_Parm
	class APawn* instigatedBy;                                                //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
	class FVector Momentum;                                                   //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
	class FVector ApplyImpulse;                                               //0
};

// *****************************************************************************
// AKActor (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AKActor : public AActor
{
public:
	BITFIELD bKTakeShot : 1;                                                  //CPF_Edit
	TArray<class USound*> ImpactSounds;                                       //CPF_Edit|CPF_NeedCtorLink
	FLOAT ImpactVolume;                                                       //CPF_Edit
	class UClass* ImpactEffect;                                               //CPF_Edit
	BITFIELD bOrientImpactEffect : 1;                                         //CPF_Edit
	FLOAT ImpactInterval;                                                     //CPF_Edit
	FLOAT LastImpactTime;                                                     //CPF_Transient
	virtual ~AKActor();
	virtual void Spawned();
	AKActor(class AKActor const &);
	AKActor();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class AKActor & operator=(class AKActor const &);
private:
	static class UClass PrivateStaticClass();
};
struct UKarmaParamsCollision_execCalcContactRegion_Parms
{
};

// *****************************************************************************
// UKarmaParamsCollision (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UKarmaParamsCollision : public UObject
{
public:
	void * KarmaData;                                                         //CPF_Transient
	FLOAT KScale;                                                             //0
	class FVector KScale3D;                                                   //0
	class FVector KAcceleration;                                              //0
	FLOAT KFriction;                                                          //CPF_Edit
	FLOAT KRestitution;                                                       //CPF_Edit
	FLOAT KImpactThreshold;                                                   //CPF_Edit
	BITFIELD bContactingLevel : 1;                                            //0
	class FVector ContactRegionCenter;                                        //0
	class FVector ContactRegionNormal;                                        //0
	FLOAT ContactRegionRadius;                                                //0
	FLOAT ContactRegionNormalForce;                                           //0
	virtual ~UKarmaParamsCollision();
	void CalcContactRegion();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UKarmaParamsCollision(class UKarmaParamsCollision const &);
	UKarmaParamsCollision();
	void execCalcContactRegion(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UKarmaParamsCollision & operator=(class UKarmaParamsCollision const &);
private:
	static class UClass PrivateStaticClass();
};
struct UStreamInterface_execRemoveDirectory_Parms
{
	class FString DirectoryName;                                              //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamInterface_execCreateDirectory_Parms
{
	class FString DirectoryName;                                              //CPF_Parm|CPF_NeedCtorLink
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct UStreamInterface_execGetDriveLetters_Parms
{
	TArray<class FString> Letters;                                            //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamInterface_execHandleDebugExec_Parms
{
	class FString Command;                                                    //CPF_Parm|CPF_NeedCtorLink
	class FString Param;                                                      //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class FString str;                                                        //CPF_NeedCtorLink
	TArray<class FString> Test;                                               //CPF_NeedCtorLink
	INT i;                                                                    //0
};
struct UStreamInterface_execChangeDirectory_Parms
{
	class FString DirectoryName;                                              //CPF_Parm|CPF_NeedCtorLink
	BITFIELD bSave : 1;                                                       //0
};
struct UStreamInterface_execGetBaseDirectory_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct UStreamInterface_execValidFile_Parms
{
	class FString Filename;                                                   //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamInterface_execGetDirectoryContents_Parms
{
	TArray<class FString> Contents;                                           //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	class FString DirectoryName;                                              //CPF_Parm|CPF_NeedCtorLink
	BYTE FileType;                                                            //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamInterface_execGetCurrentDirectory_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct UStreamInterface_execLoadPlaylist_Parms
{
	class FString Filename;                                                   //CPF_Parm|CPF_NeedCtorLink
	TArray<class FString> Lines;                                              //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	BITFIELD bStrict : 1;                                                     //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamInterface_execValidDirectory_Parms
{
	class FString DirectoryPath;                                              //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamInterface_execCreateStream_Parms
{
	class FString Filename;                                                   //CPF_Parm|CPF_NeedCtorLink
	BITFIELD bStrict : 1;                                                     //CPF_Parm
	class UStream* ReturnValue;                                               //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};

// *****************************************************************************
// UStreamInterface (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UStreamInterface : public UStreamBase
{
public:
	class FString CurrentDirectory;                                           //CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	virtual ~UStreamInterface();
	virtual void LoadPlaylist(class FString &, class TArray<class FString> &, INT) const;
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UStreamInterface(class UStreamInterface const &);
	UStreamInterface();
	void execCreateDirectory(struct FFrame &, void * const);
	void execCreateStream(struct FFrame &, void * const);
	void execGetBaseDirectory(struct FFrame &, void * const);
	void execGetDirectoryContents(struct FFrame &, void * const);
	void execGetDriveLetters(struct FFrame &, void * const);
	void execLoadPlaylist(struct FFrame &, void * const);
	void execRemoveDirectory(struct FFrame &, void * const);
	void execValidDirectory(struct FFrame &, void * const);
	void execValidFile(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UStreamInterface & operator=(class UStreamInterface const &);
private:
	class UStream * CreateStream(class FString &, INT);
	static class UClass PrivateStaticClass();
};
struct UInteraction_eventNotifyMusicChange_Parms
{
};
struct UInteraction_execStreamFinished_Parms
{
	INT Handle;                                                               //CPF_Parm
	BYTE Reason;                                                              //CPF_Parm
};
struct UInteraction_execTick_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
};
struct UInteraction_execSetFocus_Parms
{
};
struct UInteraction_execPostRender_Parms
{
	class UCanvas* Canvas;                                                    //CPF_Parm
};
struct UInteraction_execPreRender_Parms
{
	class UCanvas* Canvas;                                                    //CPF_Parm
};
struct UInteraction_execKeyEvent_Parms
{
	BYTE Key;                                                                 //CPF_Parm|CPF_OutParm
	BYTE Action;                                                              //CPF_Parm|CPF_OutParm
	FLOAT Delta;                                                              //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UInteraction_execKeyType_Parms
{
	BYTE Key;                                                                 //CPF_Parm|CPF_OutParm
	class FString Unicode;                                                    //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UInteraction_execMessage_Parms
{
	class FString Msg;                                                        //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	FLOAT MsgLife;                                                            //CPF_Parm
};
struct UInteraction_eventNotifyLevelChange_Parms
{
};
struct UInteraction_eventInitialized_Parms
{
};
struct UInteraction_execScreenToWorld_Parms
{
	class FVector Location;                                                   //CPF_Parm
	class FVector CameraLocation;                                             //CPF_Parm
	class FRotator CameraRotation;                                            //CPF_Parm
	class FVector ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UInteraction_execWorldToScreen_Parms
{
	class FVector Location;                                                   //CPF_Parm
	class FVector CameraLocation;                                             //CPF_Parm
	class FRotator CameraRotation;                                            //CPF_Parm
	class FVector ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UInteraction_execConsoleCommand_Parms
{
	class FString S;                                                          //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UInteraction_execInitialize_Parms
{
};

// *****************************************************************************
// UInteraction (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UInteraction : public UInteractions
{
public:
	BITFIELD bActive : 1;                                                     //0
	BITFIELD bVisible : 1;                                                    //0
	BITFIELD bRequiresTick : 1;                                               //0
	BITFIELD bNativeEvents : 1;                                               //0
	class UPlayer* ViewportOwner;                                             //0
	class UInteractionMaster* Master;                                         //0
	virtual ~UInteraction();
	virtual void NativeMessage(class FString, FLOAT);
	virtual INT NativeKeyType(BYTE &, TCHAR);
	virtual INT NativeKeyEvent(BYTE &, BYTE &, FLOAT);
	virtual void NativeTick(FLOAT);
	virtual void NativePreRender(class UCanvas *);
	virtual void NativePostRender(class UCanvas *);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UInteraction(class UInteraction const &);
	UInteraction();
	void eventInitialized();
	void eventNotifyLevelChange();
	void eventNotifyMusicChange();
	void execConsoleCommand(struct FFrame &, void * const);
	void execInitialize(struct FFrame &, void * const);
	void execScreenToWorld(struct FFrame &, void * const);
	void execWorldToScreen(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UInteraction & operator=(class UInteraction const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// AKeypoint (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AKeypoint : public AActor
{
public:
	virtual ~AKeypoint();
	AKeypoint(class AKeypoint const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class AKeypoint & operator=(class AKeypoint const &);
protected:
	AKeypoint();
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// AReplicationInfo (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AReplicationInfo : public AInfo
{
public:
	virtual ~AReplicationInfo();
	virtual INT * GetOptimizedRepList(BYTE *, struct FPropertyRetirement *, INT *, class UPackageMap *, class UActorChannel *);
	AReplicationInfo(class AReplicationInfo const &);
	AReplicationInfo();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class AReplicationInfo & operator=(class AReplicationInfo const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// ULodMeshInstance (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ULodMeshInstance : public UMeshInstance
{
public:
	virtual ~ULodMeshInstance();
	virtual void Serialize(class FArchive &);
	virtual class AActor * GetActor();
	virtual void SetActor(class AActor *);
	virtual class UMesh * GetMesh();
	virtual void SetMesh(class UMesh *);
	virtual void SetStatus(INT);
	virtual INT GetStatus();
	virtual class UMaterial * GetMaterial(INT, class AActor *);
	virtual void GetFrame(class AActor *, class FLevelSceneNode *, class FVector *, INT, INT &, DWORD);
	virtual void GetMeshVerts(class AActor *, class FVector *, INT, INT &);
	struct FMeshAnimSeq * GetAnimSeq(class FName);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	ULodMeshInstance(class ULodMeshInstance const &);
	ULodMeshInstance();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class ULodMeshInstance & operator=(class ULodMeshInstance const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// ULodMesh (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ULodMesh : public UMesh
{
public:
	virtual ~ULodMesh();
	virtual void Serialize(class FArchive &);
	virtual class UClass * MeshGetInstanceClass();
	virtual DWORD CreateAuthenticationKey(INT);
	virtual INT ValidateAuthenticationKey();
	virtual INT MemFootprint(INT);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	ULodMesh(class ULodMesh const &);
	ULodMesh();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class ULodMesh & operator=(class ULodMesh const &);
private:
	static class UClass PrivateStaticClass();
};

enum EParticleCoordinateSystem{
	 PTCS_Independent=0
	,PTCS_Relative=1
	,PTCS_Absolute=2
};
enum EParticleEffectAxis{
	 PTEA_NegativeX=0
	,PTEA_PositiveZ=1
};
enum EParticleStartLocationShape{
	 PTLS_Box=0
	,PTLS_Sphere=1
	,PTLS_Polar=2
	,PTLS_All=3
};
enum EParticleMeshSpawning{
	 PTMS_None=0
	,PTMS_Linear=1
	,PTMS_Random=2
};
enum EParticleRotationSource{
	 PTRS_None=0
	,PTRS_Actor=1
	,PTRS_Offset=2
	,PTRS_Normal=3
};
enum ESkelLocationUpdate{
	 PTSU_None=0
	,PTSU_SpawnOffset=1
	,PTSU_Location=2
};
enum EParticleCollisionSound{
	 PTSC_None=0
	,PTSC_LinearGlobal=1
	,PTSC_LinearLocal=2
	,PTSC_Random=3
};
enum EParticleDrawStyle{
	 PTDS_Regular=0
	,PTDS_AlphaBlend=1
	,PTDS_Modulated=2
	,PTDS_Translucent=3
	,PTDS_AlphaModulate_MightNotFogCorrectly=4
	,PTDS_Darken=5
	,PTDS_Brighten=6
};
enum EParticleVelocityDirection{
	 PTVD_None=0
	,PTVD_StartPositionAndOwner=1
	,PTVD_OwnerAndStartPosition=2
	,PTVD_AddRadial=3
};
enum EBlendMode{
	 BM_MODULATE=0
	,BM_MODULATE2X=1
	,BM_MODULATE4X=2
	,BM_ADD=3
	,BM_ADDSIGNED=4
	,BM_ADDSIGNED2X=5
	,BM_SUBTRACT=6
	,BM_ADDSMOOTH=7
	,BM_BLENDDIFFUSEALPHA=8
	,BM_BLENDTEXTUREALPHA=9
	,BM_BLENDFACTORALPHA=10
	,BM_BLENDTEXTUREALPHAPM=11
	,BM_BLENDCURRENTALPHA=12
	,BM_PREMODULATE=13
	,BM_MODULATEALPHA_ADDCOLOR=14
	,BM_MODULATEINVALPHA_ADDCOLOR=15
	,BM_MODULATEINVCOLOR_ADDALPHA=16
	,BM_HACK=17
};

// -----------------------------------------------------------------------------
// FParticleColorScale ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FParticleColorScale
{
public:
	FLOAT RelativeTime;                                                   //CPF_Edit
	class FColor Color;                                                   //CPF_Edit
};

// -----------------------------------------------------------------------------
// FParticleRevolutionScale ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FParticleRevolutionScale
{
public:
	FLOAT RelativeTime;                                                   //CPF_Edit
	class FVector RelativeRevolution;                                     //CPF_Edit
};

// -----------------------------------------------------------------------------
// FParticleTimeScale ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FParticleTimeScale
{
public:
	FLOAT RelativeTime;                                                   //CPF_Edit
	FLOAT RelativeSize;                                                   //CPF_Edit
};

// -----------------------------------------------------------------------------
// FParticleSound ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FParticleSound
{
public:
	class USound* Sound;                                                  //CPF_Edit
	class FRange Radius;                                                  //CPF_Edit
	class FRange Pitch;                                                   //CPF_Edit
	INT Weight;                                                           //CPF_Edit
	class FRange Volume;                                                  //CPF_Edit
	class FRange Probability;                                             //CPF_Edit
};

// -----------------------------------------------------------------------------
// FParticle ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FParticle
{
public:
	class FVector Location;                                               //0
	class FVector OldLocation;                                            //0
	class FVector Velocity;                                               //0
	class FVector StartSize;                                              //0
	class FVector SpinsPerSecond;                                         //0
	class FVector StartSpin;                                              //0
	class FVector RevolutionCenter;                                       //0
	class FVector RevolutionsPerSecond;                                   //0
	class FVector RevolutionsMultiplier;                                  //0
	class FVector Size;                                                   //0
	class FVector StartLocation;                                          //0
	class FVector ColorMultiplier;                                        //0
	class FVector VelocityMultiplier;                                     //0
	class FVector OldMeshLocation;                                        //0
	class FColor Color;                                                   //0
	FLOAT Time;                                                           //0
	FLOAT MaxLifetime;                                                    //0
	FLOAT Mass;                                                           //0
	INT HitCount;                                                         //0
	INT Flags;                                                            //0
	INT Subdivision;                                                      //0
	INT BoneIndex;                                                        //0
};

// -----------------------------------------------------------------------------
// FParticleVelocityScale ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FParticleVelocityScale
{
public:
	FLOAT RelativeTime;                                                   //CPF_Edit
	class FVector RelativeVelocity;                                       //CPF_Edit
};
struct UParticleEmitter_execReset_Parms
{
};
struct UParticleEmitter_execTrigger_Parms
{
};
struct UParticleEmitter_execSpawnParticle_Parms
{
	INT Amount;                                                               //CPF_Parm
};

// *****************************************************************************
// UParticleEmitter (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UParticleEmitter : public UObject
{
public:
	BITFIELD UseCollision : 1;                                                //CPF_Edit
	BITFIELD UseCollisionPlanes : 1;                                          //CPF_Edit
	BITFIELD UseMaxCollisions : 1;                                            //CPF_Edit
	BITFIELD UseSpawnedVelocityScale : 1;                                     //CPF_Edit
	BITFIELD UseColorScale : 1;                                               //CPF_Edit
	BITFIELD FadeOut : 1;                                                     //CPF_Edit
	BITFIELD FadeIn : 1;                                                      //CPF_Edit
	BITFIELD UseActorForces : 1;                                              //CPF_Edit
	BITFIELD ResetAfterChange : 1;                                            //CPF_Edit
	BITFIELD RespawnDeadParticles : 1;                                        //CPF_Edit
	BITFIELD AutoDestroy : 1;                                                 //CPF_Edit
	BITFIELD AutoReset : 1;                                                   //CPF_Edit
	BITFIELD Disabled : 1;                                                    //CPF_Edit
	BITFIELD Backup_Disabled : 1;                                             //0
	BITFIELD DisableFogging : 1;                                              //CPF_Edit
	BITFIELD VelocityFromMesh : 1;                                            //CPF_Edit
	BITFIELD UniformMeshScale : 1;                                            //CPF_Edit
	BITFIELD UniformVelocityScale : 1;                                        //CPF_Edit
	BITFIELD UseColorFromMesh : 1;                                            //CPF_Edit
	BITFIELD SpawnOnlyInDirectionOfNormal : 1;                                //CPF_Edit
	BITFIELD AlphaTest : 1;                                                   //CPF_Edit
	BITFIELD AcceptsProjectors : 1;                                           //CPF_Edit
	BITFIELD ZTest : 1;                                                       //CPF_Edit
	BITFIELD ZWrite : 1;                                                      //CPF_Edit
	BITFIELD UseRevolution : 1;                                               //CPF_Edit
	BITFIELD UseRevolutionScale : 1;                                          //CPF_Edit
	BITFIELD SpinParticles : 1;                                               //CPF_Edit
	BITFIELD DampRotation : 1;                                                //CPF_Edit
	BITFIELD UseSizeScale : 1;                                                //CPF_Edit
	BITFIELD UseAbsoluteTimeForSizeScale : 1;                                 //CPF_Edit
	BITFIELD UseRegularSizeScale : 1;                                         //CPF_Edit
	BITFIELD UniformSize : 1;                                                 //CPF_Edit
	BITFIELD DetermineVelocityByLocationDifference : 1;                       //CPF_Edit
	BITFIELD ScaleSizeXByVelocity : 1;                                        //CPF_Edit
	BITFIELD ScaleSizeYByVelocity : 1;                                        //CPF_Edit
	BITFIELD ScaleSizeZByVelocity : 1;                                        //CPF_Edit
	BITFIELD AutomaticInitialSpawning : 1;                                    //CPF_Edit
	BITFIELD BlendBetweenSubdivisions : 1;                                    //CPF_Edit
	BITFIELD UseSubdivisionScale : 1;                                         //CPF_Edit
	BITFIELD UseRandomSubdivision : 1;                                        //CPF_Edit
	BITFIELD TriggerDisabled : 1;                                             //CPF_Edit
	BITFIELD ResetOnTrigger : 1;                                              //CPF_Edit
	BITFIELD UseVelocityScale : 1;                                            //CPF_Edit
	BITFIELD AddVelocityFromOwner : 1;                                        //CPF_Edit
	FLOAT LowDetailFactor;                                                    //CPF_Edit
	class FVector Acceleration;                                               //CPF_Edit
	class FVector ExtentMultiplier;                                           //CPF_Edit
	class FRangeVector DampingFactorRange;                                    //CPF_Edit
	TArray<class FPlane> CollisionPlanes;                                     //CPF_Edit|CPF_NeedCtorLink
	class FRange MaxCollisions;                                               //CPF_Edit
	INT SpawnFromOtherEmitter;                                                //CPF_Edit
	INT SpawnAmount;                                                          //CPF_Edit
	class FRangeVector SpawnedVelocityScaleRange;                             //CPF_Edit
	TArray<struct FParticleColorScale> ColorScale;                            //CPF_Edit|CPF_NeedCtorLink
	FLOAT ColorScaleRepeats;                                                  //CPF_Edit
	class FRangeVector ColorMultiplierRange;                                  //CPF_Edit
	FLOAT Opacity;                                                            //CPF_Edit
	class FPlane FadeOutFactor;                                               //CPF_Edit
	FLOAT FadeOutStartTime;                                                   //CPF_Edit
	class FPlane FadeInFactor;                                                //CPF_Edit
	FLOAT FadeInEndTime;                                                      //CPF_Edit
	BYTE CoordinateSystem;                                                    //CPF_Edit
	INT MaxParticles;                                                         //CPF_Edit
	BYTE EffectAxis;                                                          //CPF_Edit
	class FRange AutoResetTimeRange;                                          //CPF_Edit
	class FString Name;                                                       //CPF_Edit|CPF_NeedCtorLink
	BYTE DetailMode;                                                          //CPF_Edit
	class FVector StartLocationOffset;                                        //CPF_Edit
	class FRangeVector StartLocationRange;                                    //CPF_Edit
	INT AddLocationFromOtherEmitter;                                          //CPF_Edit
	BYTE StartLocationShape;                                                  //CPF_Edit
	class FRange SphereRadiusRange;                                           //CPF_Edit
	class FRangeVector StartLocationPolarRange;                               //CPF_Edit
	class FRange StartMassRange;                                              //CPF_Edit
	class UStaticMesh* MeshSpawningStaticMesh;                                //CPF_Edit
	BYTE MeshSpawning;                                                        //CPF_Edit
	class FRangeVector VelocityScaleRange;                                    //CPF_Edit
	class FRangeVector MeshScaleRange;                                        //CPF_Edit
	class FVector MeshNormal;                                                 //CPF_Edit
	class FRange MeshNormalThresholdRange;                                    //CPF_Edit
	INT AlphaRef;                                                             //CPF_Edit
	class FRangeVector RevolutionCenterOffsetRange;                           //CPF_Edit
	class FRangeVector RevolutionsPerSecondRange;                             //CPF_Edit
	TArray<struct FParticleRevolutionScale> RevolutionScale;                  //CPF_Edit|CPF_NeedCtorLink
	FLOAT RevolutionScaleRepeats;                                             //CPF_Edit
	BYTE UseRotationFrom;                                                     //CPF_Edit
	class FRotator RotationOffset;                                            //CPF_Edit
	class FVector SpinCCWorCW;                                                //CPF_Edit
	class FRangeVector SpinsPerSecondRange;                                   //CPF_Edit
	class FRangeVector StartSpinRange;                                        //CPF_Edit
	class FRangeVector RotationDampingFactorRange;                            //CPF_Edit
	class FVector RotationNormal;                                             //CPF_Edit
	TArray<struct FParticleTimeScale> SizeScale;                              //CPF_Edit|CPF_NeedCtorLink
	FLOAT SizeScaleRepeats;                                                   //CPF_Edit
	class FRangeVector StartSizeRange;                                        //CPF_Edit
	class FVector ScaleSizeByVelocityMultiplier;                              //CPF_Edit
	FLOAT ScaleSizeByVelocityMax;                                             //CPF_Edit
	BYTE UseSkeletalLocationAs;                                               //CPF_Edit
	class AActor* SkeletalMeshActor;                                          //CPF_Edit
	class FVector SkeletalScale;                                              //CPF_Edit
	class FRange RelativeBoneIndexRange;                                      //CPF_Edit
	TArray<struct FParticleSound> Sounds;                                     //CPF_Edit|CPF_NeedCtorLink
	BYTE SpawningSound;                                                       //CPF_Edit
	class FRange SpawningSoundIndex;                                          //CPF_Edit
	class FRange SpawningSoundProbability;                                    //CPF_Edit
	BYTE CollisionSound;                                                      //CPF_Edit
	class FRange CollisionSoundIndex;                                         //CPF_Edit
	class FRange CollisionSoundProbability;                                   //CPF_Edit
	FLOAT ParticlesPerSecond;                                                 //CPF_Edit
	FLOAT InitialParticlesPerSecond;                                          //CPF_Edit
	BYTE DrawStyle;                                                           //CPF_Edit
	class UTexture* Texture;                                                  //CPF_Edit
	INT TextureUSubdivisions;                                                 //CPF_Edit
	INT TextureVSubdivisions;                                                 //CPF_Edit
	TArray<FLOAT> SubdivisionScale;                                           //CPF_Edit|CPF_NeedCtorLink
	INT SubdivisionStart;                                                     //CPF_Edit
	INT SubdivisionEnd;                                                       //CPF_Edit
	FLOAT SecondsBeforeInactive;                                              //CPF_Edit
	FLOAT MinSquaredVelocity;                                                 //CPF_Edit
	class FRange InitialTimeRange;                                            //CPF_Edit
	class FRange LifetimeRange;                                               //CPF_Edit
	class FRange InitialDelayRange;                                           //CPF_Edit
	class FRange SpawnOnTriggerRange;                                         //CPF_Edit
	FLOAT SpawnOnTriggerPPS;                                                  //CPF_Edit
	class FRangeVector StartVelocityRange;                                    //CPF_Edit
	class FRange StartVelocityRadialRange;                                    //CPF_Edit
	class FVector MaxAbsVelocity;                                             //CPF_Edit
	class FRangeVector VelocityLossRange;                                     //CPF_Edit
	BITFIELD RotateVelocityLossRange : 1;                                     //CPF_Edit
	INT AddVelocityFromOtherEmitter;                                          //CPF_Edit
	class FRangeVector AddVelocityMultiplierRange;                            //CPF_Edit
	BYTE GetVelocityDirectionFrom;                                            //CPF_Edit
	TArray<struct FParticleVelocityScale> VelocityScale;                      //CPF_Edit|CPF_NeedCtorLink
	FLOAT VelocityScaleRepeats;                                               //CPF_Edit
	FLOAT WarmupTicksPerSecond;                                               //CPF_Edit
	FLOAT RelativeWarmupTime;                                                 //CPF_Edit
	class AEmitter* Owner;                                                    //CPF_Transient
	BITFIELD Initialized : 1;                                                 //CPF_Transient
	BITFIELD Inactive : 1;                                                    //CPF_Transient
	BITFIELD RealDisableFogging : 1;                                          //CPF_Transient
	BITFIELD AllParticlesDead : 1;                                            //CPF_Transient
	BITFIELD WarmedUp : 1;                                                    //CPF_Transient
	FLOAT InactiveTime;                                                       //CPF_Transient
	TArray<struct FParticle> Particles;                                       //CPF_Transient|CPF_NeedCtorLink
	INT ParticleIndex;                                                        //CPF_Transient
	INT ActiveParticles;                                                      //CPF_Transient
	FLOAT PPSFraction;                                                        //CPF_Transient
	class FBox BoundingBox;                                                   //CPF_Transient
	class FVector RealExtentMultiplier;                                       //CPF_Transient
	INT OtherIndex;                                                           //CPF_Transient
	FLOAT InitialDelay;                                                       //CPF_Transient
	class FVector GlobalOffset;                                               //CPF_Transient
	FLOAT TimeTillReset;                                                      //CPF_Transient
	INT PS2Data;                                                              //CPF_Transient
	INT MaxActiveParticles;                                                   //CPF_Transient
	INT CurrentCollisionSoundIndex;                                           //CPF_Transient
	INT CurrentSpawningSoundIndex;                                            //CPF_Transient
	INT CurrentMeshSpawningIndex;                                             //CPF_Transient
	FLOAT MaxSizeScale;                                                       //CPF_Transient
	INT KillPending;                                                          //CPF_Transient
	INT DeferredParticles;                                                    //CPF_Transient
	class FVector RealMeshNormal;                                             //CPF_Transient
	TArray<class FVector> MeshVertsAndNormals;                                //CPF_Transient|CPF_NeedCtorLink
	INT CurrentSpawnOnTrigger;                                                //CPF_Transient
	INT RenderableParticles;                                                  //CPF_Transient
	class FRangeVector RealVelocityLossRange;                                 //CPF_Transient
	virtual ~UParticleEmitter();
	virtual void PostLoad();
	virtual void Destroy();
	virtual void PostEditChange();
	virtual void Initialize(INT);
	virtual void CleanUp();
	virtual void Reset();
	virtual void Scale(FLOAT);
	virtual void HandleActorForce(class AActor *, FLOAT);
	virtual FLOAT SpawnParticles(FLOAT, FLOAT, FLOAT);
	virtual void SpawnParticle(INT, FLOAT, INT, INT, class FVector const &);
	virtual INT UpdateParticles(FLOAT);
	virtual void UpdateParticle(FLOAT, INT);
	virtual INT RenderParticles();//class FDynamicActor *, class FLevelSceneNode *, class TList<class FDynamicLight *> *, class FRenderInterface *);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UParticleEmitter(class UParticleEmitter const &);
	UParticleEmitter();
	void execReset(struct FFrame &, void * const);
	void execSpawnParticle(struct FFrame &, void * const);
	void execTrigger(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UParticleEmitter & operator=(class UParticleEmitter const &);
private:
	static class UClass PrivateStaticClass();
};

enum ELODSet{
	 LODSET_None=0
	,LODSET_World=1
	,LODSET_PlayerSkin=2
	,LODSET_WeaponSkin=3
	,LODSET_Terrain=4
	,LODSET_Interface=5
	,LODSET_RenderMap=6
	,LODSET_Lightmap=7
};
enum EEnvMapTransformType{
	 EMTT_ViewSpace=0
	,EMTT_WorldSpace=1
	,EMTT_LightSpace=2
};

// *****************************************************************************
// UTexture (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UTexture : public UBitmapMaterial
{
public:
	class UPalette* Palette;                                                  //CPF_Edit
	class UMaterial* Detail;                                                  //CPF_Edit
	FLOAT DetailScale;                                                        //CPF_Edit
	class FColor MipZero;                                                     //0
	class FColor MaxColor;                                                    //0
	INT InternalTime[2];                                                      //0
	class UTexture* DetailTexture;                                            //CPF_0x20000000
	class UTexture* EnvironmentMap;                                           //CPF_0x20000000
	BYTE EnvMapTransformType;                                                 //CPF_0x20000000
	FLOAT Specular;                                                           //CPF_0x20000000
	BITFIELD bMasked : 1;                                                     //CPF_Edit
	BITFIELD bAlphaTexture : 1;                                               //CPF_Edit
	BITFIELD bTwoSided : 1;                                                   //CPF_Edit
	BITFIELD bHighColorQuality : 1;                                           //CPF_Edit
	BITFIELD bHighTextureQuality : 1;                                         //CPF_Edit
	BITFIELD bRealtime : 1;                                                   //0
	BITFIELD bParametric : 1;                                                 //0
	BITFIELD bRealtimeChanged : 1;                                            //CPF_Transient
	BITFIELD bHasComp : 1;                                                    //CPF_EditConst
	BYTE LODSet;                                                              //CPF_Edit
	INT NormalLOD;                                                            //CPF_Edit
	INT MinLOD;                                                               //0
	INT MaxLOD;                                                               //CPF_Transient
	class UTexture* AnimNext;                                                 //CPF_Edit
	class UTexture* AnimCurrent;                                              //CPF_Transient
	BYTE PrimeCount;                                                          //CPF_Edit
	BYTE PrimeCurrent;                                                        //CPF_Transient
	FLOAT MinFrameRate;                                                       //CPF_Edit
	FLOAT MaxFrameRate;                                                       //CPF_Edit
	FLOAT Accumulator;                                                        //CPF_Transient
	TArray<INT> Mips;                                                         //CPF_Native
	BYTE CompFormat;                                                          //CPF_EditConst
	BYTE PS2FirstMip;                                                         //0
	BYTE PS2NumMips;                                                          //0
	void * RenderInterface;                                                   //CPF_Transient
	INT __LastUpdateTime[2];                                                  //CPF_Transient
	virtual ~UTexture();
	virtual void PostLoad();
	virtual void Destroy();
	virtual void Serialize(class FArchive &);
	virtual void PostEditChange();
	virtual INT RequiresSorting();
	virtual INT IsTransparent();
	virtual class FBaseTexture * GetRenderInterface();
	virtual class UBitmapMaterial * Get(DOUBLE, class UViewport *);
	virtual void Clear(class FColor);
	virtual void Clear(DWORD);
	virtual void Init(INT, INT);
	virtual void Tick(FLOAT);
	virtual void ConstantTimeTick();
	virtual void MousePosition(DWORD, FLOAT, FLOAT);
	virtual void Click(DWORD, FLOAT, FLOAT);
	virtual void Update(DOUBLE);
	virtual void Prime();
	virtual void ArithOp(class UTexture *, enum ETextureArithOp);
	INT Compress(enum ETextureFormat, INT, struct FDXTCompressionOptions *);
	enum ETextureFormat ConvertDXT(INT, INT, INT, BYTE * *);
	enum ETextureFormat ConvertDXT();
	void CreateColorRange();
	void CreateMips(INT, INT, INT, class FColor);
	INT Decompress(enum ETextureFormat);
	INT DefaultLOD();
	class FColor * GetColors();
	DWORD GetColorsIndex();
	class FString GetFormatDesc();
	DOUBLE GetLastUpdateTime();
	struct FMipmapBase * GetMip(INT);
	INT GetNumMips();
	class FColor GetTexel(FLOAT, FLOAT, FLOAT, FLOAT);
	static void CDECL InternalConstructor(void *);
	void SetLastUpdateTime(DOUBLE);
	static class UClass * CDECL StaticClass();
	UTexture(class UTexture const &);
	UTexture();
	static class UClient * __Client();
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class UTexture & operator=(class UTexture const &);
private:
	static class UClass PrivateStaticClass();
};

// -----------------------------------------------------------------------------
// Deployed ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT Deployed
{
};

// -----------------------------------------------------------------------------
// UnDeployed ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT UnDeployed
{
};

// -----------------------------------------------------------------------------
// FSVehicleIcon ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FSVehicleIcon
{
public:
	class UMaterial* Material;                                            //0
	FLOAT X;                                                              //0
	FLOAT Y;                                                              //0
	FLOAT SizeX;                                                          //0
	FLOAT SizeY;                                                          //0
	BITFIELD bIsGreyScale : 1;                                            //0
	struct FSVehicleIcon & operator=(struct FSVehicleIcon const &);
};
struct AVehicle_execSetReservation_Parms
{
	class AController* C;                                                     //CPF_Parm
};
struct AVehicle_execSpokenFor_Parms
{
	class AController* C;                                                     //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_execChangedReservation_Parms
{
	class APawn* P;                                                           //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_execNewReservationCostMultiplier_Parms
{
	class APawn* P;                                                           //CPF_Parm
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_execReservationCostMultiplier_Parms
{
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_execOccupied_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_execCheckTauntValid_Parms
{
	FName Sequence;                                                           //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_execFindValidTaunt_Parms
{
	FName Sequence;                                                           //CPF_Parm|CPF_OutParm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_execEncroachingOn_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_eventRanInto_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class FVector Momentum;                                                   //0
	FLOAT Speed;                                                              //0
};
struct AVehicle_eventEncroachedBy_Parms
{
	class AActor* Other;                                                      //CPF_Parm
};
struct AVehicle_eventSetAnimAction_Parms
{
	FName NewAction;                                                          //CPF_Parm
};
struct AVehicle_execFaceRotation_Parms
{
	class FRotator NewRotation;                                               //CPF_Parm
	FLOAT DeltaTime;                                                          //CPF_Parm
};
struct AVehicle_eventUpdateEyeHeight_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
	class AController* C;                                                     //0
};
struct AVehicle_execStopWeaponFiring_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	BITFIELD bResult : 1;                                                     //0
};
struct AVehicle_execVehicleCeaseFire_Parms
{
	BITFIELD bWasAltFire : 1;                                                 //CPF_Parm
};
struct AVehicle_execVehicleFire_Parms
{
	BITFIELD bWasAltFire : 1;                                                 //CPF_Parm
};
struct AVehicle_execClientVehicleCeaseFire_Parms
{
	BITFIELD bWasAltFire : 1;                                                 //CPF_Parm
};
struct AVehicle_execAltFire_Parms
{
	FLOAT F;                                                                  //CPF_Parm
};
struct AVehicle_execFire_Parms
{
	FLOAT F;                                                                  //CPF_Parm
};
struct AVehicle_execUsedBy_Parms
{
	class APawn* User;                                                        //CPF_Parm
};
struct AVehicle_execEjectDriver_Parms
{
	class APawn* OldPawn;                                                     //0
	class FVector EjectVel;                                                   //0
};
struct AVehicle_execAdjustDriverDamage_Parms
{
	INT Damage;                                                               //CPF_Parm|CPF_OutParm
	class APawn* instigatedBy;                                                //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
	class FVector Momentum;                                                   //CPF_Parm|CPF_OutParm
	class UClass* DamageType;                                                 //CPF_Parm
};
struct AVehicle_execDied_Parms
{
	class AController* Killer;                                                //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
	class APlayerController* PC;                                              //0
	class AController* C;                                                     //0
};
struct AVehicle_execDriverDied_Parms
{
	class AController* C;                                                     //0
};
struct AVehicle_execDriverRadiusDamage_Parms
{
	FLOAT DamageAmount;                                                       //CPF_Parm
	FLOAT DamageRadius;                                                       //CPF_Parm
	class AController* EventInstigator;                                       //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
	FLOAT Momentum;                                                           //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
	FLOAT damageScale;                                                        //0
	FLOAT dist;                                                               //0
	class FVector Dir;                                                        //0
};
struct AVehicle_execHealDamage_Parms
{
	INT Amount;                                                               //CPF_Parm
	class AController* Healer;                                                //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_execTakeDamage_Parms
{
	INT Damage;                                                               //CPF_Parm
	class APawn* instigatedBy;                                                //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
	class FVector Momentum;                                                   //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
	INT actualDamage;                                                         //0
	class AController* Killer;                                                //0
};
struct AVehicle_execCheckForHeadShot_Parms
{
	class FVector loc;                                                        //CPF_Parm
	class FVector ray;                                                        //CPF_Parm
	FLOAT AdditionalScale;                                                    //CPF_Parm
	class APawn* ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_execPlaceExitingDriver_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
	INT j;                                                                    //0
	class FVector tryPlace;                                                   //0
	class FVector Extent;                                                     //0
	class FVector HitLocation;                                                //0
	class FVector HitNormal;                                                  //0
	class FVector ZOffset;                                                    //0
	class FVector RandomSphereLoc;                                            //0
	FLOAT BestDir;                                                            //0
	FLOAT NewDir;                                                             //0
};
struct AVehicle_execDetachDriver_Parms
{
	class APawn* P;                                                           //CPF_Parm
};
struct AVehicle_execAttachDriver_Parms
{
	class APawn* P;                                                           //CPF_Parm
	class FVector AttachPos;                                                  //0
};
struct AVehicle_execFixPCRotation_Parms
{
	class APlayerController* PC;                                              //CPF_Parm
};
struct AVehicle_execActivateOverlay_Parms
{
	BITFIELD bActive : 1;                                                     //CPF_Parm
};
struct AVehicle_execClientKDriverLeave_Parms
{
	class APlayerController* PC;                                              //CPF_Parm
};
struct AVehicle_execClientClearController_Parms
{
};
struct AVehicle_execClientKDriverEnter_Parms
{
	class APlayerController* PC;                                              //CPF_Parm
};
struct AVehicle_eventUpdateTiltForceFeedback_Parms
{
	class FRotator SpringCenter;                                              //0
	FLOAT Pitch;                                                              //0
	FLOAT Roll;                                                               //0
	class APlayerController* PC;                                              //0
};
struct AVehicle_execDriverLeft_Parms
{
};
struct AVehicle_eventKDriverLeave_Parms
{
	BITFIELD bForceLeave : 1;                                                 //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class AController* C;                                                     //0
	class APlayerController* PC;                                              //0
	BITFIELD havePlaced : 1;                                                  //0
};
struct AVehicle_eventSetWheelsScale_Parms
{
	FLOAT NewScale;                                                           //CPF_Parm
};
struct AVehicle_execAttachFlag_Parms
{
	class AActor* FlagActor;                                                  //CPF_Parm
};
struct AVehicle_execKDriverEnter_Parms
{
	class APawn* P;                                                           //CPF_Parm
	class AController* C;                                                     //0
};
struct AVehicle_execUnPossessed_Parms
{
	class APlayerController* PC;                                              //0
	class AController* NewController;                                         //0
	BITFIELD bWasPlayer : 1;                                                  //0
};
struct AVehicle_execPossessedBy_Parms
{
	class AController* C;                                                     //CPF_Parm
	class APlayerController* PC;                                              //0
};
struct AVehicle_eventVehicleLocked_Parms
{
	class APawn* P;                                                           //CPF_Parm
};
struct AVehicle_execTryToDrive_Parms
{
	class APawn* P;                                                           //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_execFindEntryVehicle_Parms
{
	class APawn* P;                                                           //CPF_Parm
	class AVehicle* ReturnValue;                                              //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_execSpectatorSpecialCalcView_Parms
{
	class APlayerController* Viewer;                                          //CPF_Parm
	class AActor* ViewActor;                                                  //CPF_Parm|CPF_OutParm
	class FVector CameraLocation;                                             //CPF_Parm|CPF_OutParm
	class FRotator CameraRotation;                                            //CPF_Parm|CPF_OutParm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class FRotator DummyRotation;                                             //0
};
struct AVehicle_execSpecialCalcView_Parms
{
	class AActor* ViewActor;                                                  //CPF_Parm|CPF_OutParm
	class FVector CameraLocation;                                             //CPF_Parm|CPF_OutParm
	class FRotator CameraRotation;                                            //CPF_Parm|CPF_OutParm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class APlayerController* PC;                                              //0
};
struct AVehicle_execSpecialCalcFirstPersonView_Parms
{
	class APlayerController* PC;                                              //CPF_Parm
	class AActor* ViewActor;                                                  //CPF_Parm|CPF_OutParm
	class FVector CameraLocation;                                             //CPF_Parm|CPF_OutParm
	class FRotator CameraRotation;                                            //CPF_Parm|CPF_OutParm
	class FQuat CarQuat;                                                      //0
	class FQuat LookQuat;                                                     //0
	class FQuat ResultQuat;                                                   //0
	class FVector VehicleZ;                                                   //0
	class FVector CamViewOffsetWorld;                                         //0
	class FVector X;                                                          //0
	class FVector Y;                                                          //0
	class FVector Z;                                                          //0
	FLOAT CamViewOffsetZAmount;                                               //0
};
struct AVehicle_execSpecialCalcBehindView_Parms
{
	class APlayerController* PC;                                              //CPF_Parm
	class AActor* ViewActor;                                                  //CPF_Parm|CPF_OutParm
	class FVector CameraLocation;                                             //CPF_Parm|CPF_OutParm
	class FRotator CameraRotation;                                            //CPF_Parm|CPF_OutParm
	class FVector CamLookAt;                                                  //0
	class FVector HitLocation;                                                //0
	class FVector HitNormal;                                                  //0
	class FVector OffsetVector;                                               //0
	class AActor* HitActor;                                                   //0
	class FVector X;                                                          //0
	class FVector Y;                                                          //0
	class FVector Z;                                                          //0
};
struct AVehicle_execGetCameraLocationStart_Parms
{
	class FVector ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_execDestroyed_HandleDriver_Parms
{
	class APawn* OldDriver;                                                   //0
};
struct AVehicle_execDestroyed_Parms
{
	class AVehicle* V;                                                        //0
	class AVehicle* Prev;                                                     //0
};
struct AVehicle_execBotDesireability_Parms
{
	class AActor* S;                                                          //CPF_Parm
	INT TeamIndex;                                                            //CPF_Parm
	class AActor* Objective;                                                  //CPF_Parm
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	BITFIELD bSameTeam : 1;                                                   //0
	class APlayerController* P;                                               //0
};
struct AVehicle_execStronglyRecommended_Parms
{
	class AActor* S;                                                          //CPF_Parm
	INT TeamIndex;                                                            //CPF_Parm
	class AActor* Objective;                                                  //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_eventSetInitialState_Parms
{
};
struct AVehicle_execPostBeginPlay_Parms
{
	class AController* NewController;                                         //0
};
struct AVehicle_execCheatFly_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_execCheatGhost_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_execCheatWalk_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_execSuicide_Parms
{
};
struct AVehicle_execGetVehiclePositionString_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AVehicle_execSetBaseEyeheight_Parms
{
};
struct AVehicle_execPlayerChangedTeam_Parms
{
};
struct AVehicle_execPreBeginPlay_Parms
{
};
struct AVehicle_execIsArtillery_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_execImportantVehicle_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_execShootMissile_Parms
{
	class AProjectile* P;                                                     //CPF_Parm
};
struct AVehicle_execShouldTargetMissile_Parms
{
	class AProjectile* P;                                                     //CPF_Parm
	class AAIController* C;                                                   //0
};
struct AVehicle_execAlternateTarget_Parms
{
	class AActor* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_eventVerifyLock_Parms
{
	class AActor* Aggressor;                                                  //CPF_Parm
	class AActor* NewTarget;                                                  //CPF_Parm|CPF_OutParm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_execCheckSuperBerserk_Parms
{
};
struct AVehicle_execGetTurrets_Parms
{
	TArray<class AVehicle*> ReturnValue;                                      //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AVehicle_execPlayTakeHit_Parms
{
	class FVector HitLocation;                                                //CPF_Parm
	INT Damage;                                                               //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
	INT SoundNum;                                                             //0
};
struct AVehicle_execPOVChanged_Parms
{
	class APlayerController* PC;                                              //CPF_Parm
	BITFIELD bBehindViewChanged : 1;                                          //CPF_Parm
};
struct AVehicle_execIncrementSpree_Parms
{
};
struct AVehicle_execGetSpree_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_execStaticPrecache_Parms
{
	class ALevelInfo* L;                                                      //CPF_Parm
};
struct AVehicle_execAdjustedStrength_Parms
{
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_execHasOccupiedTurret_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_eventIsVehicleEmpty_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_execGetBotPassenger_Parms
{
	class AAIController* ReturnValue;                                         //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_execGetInstigator_Parms
{
	class APawn* ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_execNumPassengers_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_execServerPlayHorn_Parms
{
	INT HornIndex;                                                            //CPF_Parm
};
struct AVehicle_execStopForceFeedback_Parms
{
	class FString EffectName;                                                 //CPF_Parm|CPF_NeedCtorLink
	class APlayerController* PC;                                              //0
};
struct AVehicle_execClientPlayForceFeedback_Parms
{
	class FString EffectName;                                                 //CPF_Parm|CPF_NeedCtorLink
	class APlayerController* PC;                                              //0
};
struct AVehicle_execChargeBar_Parms
{
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_execFlip_Parms
{
	class FVector HitNormal;                                                  //CPF_Parm
	FLOAT ForceScale;                                                         //CPF_Parm
};
struct AVehicle_eventNeedsFlip_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class FVector worldUp;                                                    //0
	class FVector gravUp;                                                     //0
	FLOAT GravMag;                                                            //0
};
struct AVehicle_execTeamLink_Parms
{
	INT TeamNum;                                                              //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_execPrevWeapon_Parms
{
	class APlayerController* PC;                                              //0
};
struct AVehicle_execNextWeapon_Parms
{
	class APlayerController* PC;                                              //0
};
struct AVehicle_eventUnStalled_Parms
{
};
struct AVehicle_eventStalled_Parms
{
};
struct AVehicle_execShootSpecial_Parms
{
	class AActor* A;                                                          //CPF_Parm
	class AActor* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class AController* OldController;                                         //0
};
struct AVehicle_execDisplayDebug_Parms
{
	class UCanvas* Canvas;                                                    //CPF_Parm
	FLOAT YL;                                                                 //CPF_Parm|CPF_OutParm
	FLOAT YPos;                                                               //CPF_Parm|CPF_OutParm
};
struct AVehicle_eventTeamChanged_Parms
{
};
struct AVehicle_execSetTeamNum_Parms
{
	BYTE t;                                                                   //CPF_Parm
};
struct AVehicle_eventNotifyEnemyLostLock_Parms
{
};
struct AVehicle_execIncomingMissile_Parms
{
	class AProjectile* P;                                                     //CPF_Parm
};
struct AVehicle_eventNotifyEnemyLockedOn_Parms
{
};
struct AVehicle_execGetTeamNum_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_eventPlayDying_Parms
{
	class UClass* DamageType;                                                 //CPF_Parm
	class FVector HitLoc;                                                     //CPF_Parm
};
struct AVehicle_execPlayTeleportEffect_Parms
{
	BITFIELD bOut : 1;                                                        //CPF_Parm
	BITFIELD bSound : 1;                                                      //CPF_Parm
	class AActor* A;                                                          //0
	class UClass* TransEffect;                                                //0
};
struct AVehicle_execPointOfView_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_eventLockOnWarning_Parms
{
	class UClass* LockOnClass;                                                //0
};
struct AVehicle_eventTakeWaterDamage_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
	class FVector HitLocation;                                                //0
	class FVector HitNormal;                                                  //0
	class AActor* EntryActor;                                                 //0
};
struct AVehicle_eventDrivingStatusChanged_Parms
{
	class APlayerController* PC;                                              //0
};
struct AVehicle_execGetMoveTargetFor_Parms
{
	class APawn* P;                                                           //CPF_Parm
	class AVehicle* ReturnValue;                                              //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_execGetBestEntry_Parms
{
	class APawn* P;                                                           //CPF_Parm
	class AActor* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_execIndependentVehicle_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVehicle_execOpenPositionFor_Parms
{
	class APawn* P;                                                           //CPF_Parm
	class AVehicle* ReturnValue;                                              //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};

// *****************************************************************************
// AVehicle (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AVehicle : public APawn
{
public:
	BITFIELD bVehicleShadows : 1;                                             //CPF_Config|CPF_GlobalConfig
	BITFIELD bDriving : 1;                                                    //CPF_Net
	BITFIELD bOldDriving : 1;                                                 //0
	BITFIELD bDrawVehicleShadow : 1;                                          //0
	BITFIELD bDrawDriverInTP : 1;                                             //CPF_Edit
	BITFIELD bDriverCollideActors : 1;                                        //CPF_Edit
	BITFIELD bRelativeExitPos : 1;                                            //CPF_Edit
	BITFIELD bDefensive : 1;                                                  //0
	BITFIELD bAutoTurret : 1;                                                 //0
	BITFIELD bRemoteControlled : 1;                                           //0
	BITFIELD bEjectDriver : 1;                                                //0
	BITFIELD bTurnInPlace : 1;                                                //0
	BITFIELD bFollowLookDir : 1;                                              //0
	BITFIELD bNonHumanControl : 1;                                            //0
	BITFIELD bStalled : 1;                                                    //0
	BITFIELD bVehicleDestroyed : 1;                                           //CPF_Net
	BITFIELD bShowDamageOverlay : 1;                                          //0
	BITFIELD bDropDetail : 1;                                                 //0
	BITFIELD bNoFriendlyFire : 1;                                             //0
	BITFIELD bCanHover : 1;                                                   //0
	BITFIELD bCanDoTrickJumps : 1;                                            //0
	BITFIELD bDrawMeshInFP : 1;                                               //CPF_Edit
	BITFIELD bZeroPCRotOnEntry : 1;                                           //CPF_Edit
	BITFIELD bPCRelativeFPRotation : 1;                                       //0
	BITFIELD bWeaponisFiring : 1;                                             //0
	BITFIELD bWeaponisAltFiring : 1;                                          //0
	BITFIELD bTeamLocked : 1;                                                 //CPF_Net
	BITFIELD bEnterringUnlocks : 1;                                           //0
	BITFIELD bCanFlip : 1;                                                    //0
	BITFIELD bAllowViewChange : 1;                                            //0
	BITFIELD bAllowWeaponToss : 1;                                            //0
	BITFIELD bHUDTrackVehicle : 1;                                            //CPF_Edit|CPF_Net
	BITFIELD bHasRadar : 1;                                                   //0
	BITFIELD bHasHandbrake : 1;                                               //0
	BITFIELD bScriptedRise : 1;                                               //0
	BITFIELD bKeyVehicle : 1;                                                 //0
	BITFIELD bSeparateTurretFocus : 1;                                        //0
	BITFIELD bHighScoreKill : 1;                                              //CPF_Edit
	BITFIELD bAdjustDriversHead : 1;                                          //0
	BITFIELD bEnemyLockedOn : 1;                                              //0
	BITFIELD bDesiredBehindView : 1;                                          //CPF_Config
	BITFIELD bHideRemoteDriver : 1;                                           //0
	BITFIELD bShowChargingBar : 1;                                            //0
	BITFIELD bDriverHoldsFlag : 1;                                            //0
	BITFIELD bCanCarryFlag : 1;                                               //0
	BITFIELD bSpawnProtected : 1;                                             //0
	BITFIELD bFPNoZFromCameraPitch : 1;                                       //CPF_Edit
	BYTE StuckCount;                                                          //0
	BYTE Team;                                                                //CPF_Edit|CPF_Net
	BYTE OldTeam;                                                             //0
	BYTE PrevTeam;                                                            //0
	class FRotator PlayerEnterredRotation;                                    //0
	FLOAT EjectMomentum;                                                      //0
	class UClass* AutoTurretControllerClass;                                  //0
	FLOAT Steering;                                                           //CPF_Edit
	FLOAT Throttle;                                                           //CPF_Edit
	FLOAT Rise;                                                               //CPF_Edit
	INT DriverViewPitch;                                                      //0
	INT DriverViewYaw;                                                        //0
	FLOAT ThrottleTime;                                                       //0
	FLOAT StuckTime;                                                          //0
	FLOAT VehicleMovingTime;                                                  //0
	class FVector DrivePos;                                                   //CPF_Edit
	class FRotator DriveRot;                                                  //CPF_Edit
	FName DriveAnim;                                                          //CPF_Edit
	TArray<class FVector> ExitPositions;                                      //CPF_Edit|CPF_NeedCtorLink
	class FVector EntryPosition;                                              //CPF_Edit
	FLOAT EntryRadius;                                                        //CPF_Edit
	class FVector FPCamPos;                                                   //CPF_Edit
	class FVector FPCamViewOffset;                                            //CPF_Edit
	FLOAT TPCamDistance;                                                      //CPF_Config
	class FString CenterSpringForce;                                          //CPF_NeedCtorLink
	INT CenterSpringRangePitch;                                               //0
	INT CenterSpringRangeRoll;                                                //0
	class FVector TPCamLookat;                                                //CPF_Edit
	class FVector TPCamWorldOffset;                                           //CPF_Edit
	FLOAT DesiredTPCamDistance;                                               //0
	FLOAT LastCameraCalcTime;                                                 //0
	FLOAT CameraSpeed;                                                        //0
	class FRange TPCamDistRange;                                              //CPF_Edit
	INT MaxViewYaw;                                                           //CPF_Edit
	INT MaxViewPitch;                                                         //CPF_Edit
	class APawn* Driver;                                                      //CPF_Net
	class ASVehicleFactory* ParentFactory;                                    //0
	class FString TransEffects[2];                                            //CPF_NeedCtorLink
	class AShadowProjector* VehicleShadow;                                    //0
	FLOAT ShadowMaxTraceDist;                                                 //0
	FLOAT ShadowCullDistance;                                                 //0
	FLOAT MomentumMult;                                                       //0
	FLOAT DriverDamageMult;                                                   //0
	class FString LockOnClassString;                                          //CPF_NeedCtorLink
	FLOAT LastLockWarningTime;                                                //0
	FLOAT LockWarningInterval;                                                //0
	class AVehicle* NextVehicle;                                              //0
	class FString VehiclePositionString;                                      //CPF_Localized|CPF_NeedCtorLink
	class FString VehicleNameString;                                          //CPF_Localized|CPF_NeedCtorLink|CPF_0x01000000
	class FString VehicleDescription;                                         //CPF_Localized|CPF_NeedCtorLink|CPF_0x01000000
	class UTexture* TeamBeaconTexture;                                        //0
	class UTexture* NoEntryTexture;                                           //0
	class UMaterial* TeamBeaconBorderMaterial;                                //0
	class AAIMarker* myMarker;                                                //0
	FLOAT MinRunOverSpeed;                                                    //0
	class UClass* RanOverDamageType;                                          //0
	class UClass* CrushedDamageType;                                          //0
	class USound* RanOverSound;                                               //0
	FName StolenAnnouncement;                                                 //0
	class USound* StolenSound;                                                //0
	FLOAT LinkHealMult;                                                       //0
	FLOAT OldSteering;                                                        //0
	FLOAT VehicleLostTime;                                                    //0
	FLOAT TeamUseTime;                                                        //0
	FLOAT PlayerStartTime;                                                    //0
	FLOAT MaxDesireability;                                                   //0
	FLOAT AIMoveCheckTime;                                                    //0
	FLOAT ObjectiveGetOutDist;                                                //0
	FName FlagBone;                                                           //0
	class FVector FlagOffset;                                                 //0
	class FRotator FlagRotation;                                              //0
	FLOAT WheelsScale;                                                        //CPF_Net
	TArray<class USound*> HornSounds;                                         //CPF_NeedCtorLink
	FLOAT LastHornTime;                                                       //0
	TArray<class USound*> BulletSounds;                                       //CPF_Edit|CPF_NeedCtorLink
	FLOAT WaterDamage;                                                        //CPF_Edit
	class UClass* VehicleDrowningDamType;                                     //0
	class UClass* HUDOverlayClass;                                            //0
	class AActor* HudOverlay;                                                 //0
	class FVector HUDOverlayOffset;                                           //CPF_Edit
	FLOAT HUDOverlayFOV;                                                      //CPF_Edit
	class UMaterial* SpawnOverlay[2];                                         //CPF_Edit
	struct FSVehicleIcon VehicleIcon;                                         //0
	virtual ~AVehicle();
	virtual INT * GetOptimizedRepList(BYTE *, struct FPropertyRetirement *, INT *, class UPackageMap *, class UActorChannel *);
	virtual INT Tick(FLOAT, enum ELevelTick);
	virtual void PreNetReceive();
	virtual void PostNetReceive();
	virtual INT IsNetRelevantFor(class APlayerController *, class AActor *, class FVector);
	virtual void performPhysics(FLOAT);
	virtual INT AddMyMarker(class AActor *);
	virtual class FVector GetDestination(class AController *);
	virtual void PostRender(class FLevelSceneNode *, class FRenderInterface *);
	virtual void setMoveTimer(class FVector);
	virtual INT moveToward(class FVector const &, class AActor *);
	virtual void rotateToward(class AActor *, class FVector);
	virtual INT IsStuck();
	virtual INT AdjustFlight(FLOAT, INT, FLOAT, class AActor *);
	AVehicle(class AVehicle const &);
	AVehicle();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	void SteerVehicle(class FVector);
	void eventDrivingStatusChanged();
	DWORD eventIsVehicleEmpty();
	DWORD eventKDriverLeave(DWORD);
	void eventLockOnWarning();
	DWORD eventNeedsFlip();
	void eventNotifyEnemyLockedOn();
	void eventNotifyEnemyLostLock();
	void eventSetWheelsScale(FLOAT);
	void eventStalled();
	void eventTakeWaterDamage(FLOAT);
	void eventTeamChanged();
	void eventUnStalled();
	void eventUpdateTiltForceFeedback();
	void eventVehicleLocked(class APawn *);
	DWORD eventVerifyLock(class AActor *, class AActor * &);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class AVehicle & operator=(class AVehicle const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UAnimNotify (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UAnimNotify : public UObject
{
public:
	INT Revision;                                                             //CPF_Transient
	virtual ~UAnimNotify();
	virtual void PostEditChange();
	virtual void Notify(class UMeshInstance *, class AActor *);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UAnimNotify(class UAnimNotify const &);
	UAnimNotify();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class UAnimNotify & operator=(class UAnimNotify const &);
private:
	static class UClass PrivateStaticClass();
};

enum ESAStatus{
	 SASTATUS_Waiting=0
	,SASTATUS_Running=1
	,SASTATUS_Ending=2
	,SASTATUS_Expired=3
};

// *****************************************************************************
// UMatSubAction (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UMatSubAction : public UMatObject
{
public:
	FLOAT Delay;                                                              //CPF_Edit
	FLOAT Duration;                                                           //CPF_Edit
	class UTexture* Icon;                                                     //0
	BYTE Status;                                                              //0
	class FString Desc;                                                       //CPF_Localized|CPF_NeedCtorLink
	FLOAT PctStarting;                                                        //CPF_Transient
	FLOAT PctEnding;                                                          //CPF_Transient
	FLOAT PctDuration;                                                        //CPF_Transient
	virtual ~UMatSubAction();
	virtual void PostEditChange();
	virtual INT Update(FLOAT, class ASceneManager *);
	virtual class FString GetStatString();
	virtual INT IsRunning();
	class FString GetStatusDesc();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UMatSubAction(class UMatSubAction const &);
	UMatSubAction();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UMatSubAction & operator=(class UMatSubAction const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UMatAction (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UMatAction : public UMatObject
{
public:
	class AInterpolationPoint* IntPoint;                                      //CPF_Edit
	class FString Comment;                                                    //CPF_Edit|CPF_NeedCtorLink
	FLOAT Duration;                                                           //CPF_Edit
	TArray<class UMatSubAction*> SubActions;                                  //CPF_Edit|CPF_ExportObject|CPF_NeedCtorLink|CPF_0x04000000
	BITFIELD bSmoothCorner : 1;                                               //CPF_Edit
	class FVector StartControlPoint;                                          //CPF_Edit
	class FVector EndControlPoint;                                            //CPF_Edit
	BITFIELD bConstantPathVelocity : 1;                                       //CPF_Edit
	FLOAT PathVelocity;                                                       //CPF_Edit
	FLOAT PathLength;                                                         //0
	TArray<class FVector> SampleLocations;                                    //CPF_Transient|CPF_NeedCtorLink
	FLOAT PctStarting;                                                        //CPF_Transient
	FLOAT PctEnding;                                                          //CPF_Transient
	FLOAT PctDuration;                                                        //CPF_Transient
	virtual ~UMatAction();
	virtual void PostLoad();
	virtual void PostEditChange();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	void StraightenBezierHandles(class ASceneManager *);
	UMatAction(class UMatAction const &);
	UMatAction();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UMatAction & operator=(class UMatAction const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UVertexStreamBase (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UVertexStreamBase : public URenderResource
{
public:
	virtual ~UVertexStreamBase();
	virtual void Serialize(class FArchive &);
	void SetPolyFlags(DWORD);
	static class UClass * CDECL StaticClass();
	UVertexStreamBase(class UVertexStreamBase const &);
	UVertexStreamBase(INT, DWORD, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class UVertexStreamBase & operator=(class UVertexStreamBase const &);
private:
	static class UClass PrivateStaticClass();
};

enum EProjectorBlending{
	 PB_None=0
	,PB_Modulate=1
	,PB_AlphaBlend=2
	,PB_Add=3
};

// -----------------------------------------------------------------------------
// NoProjection ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT NoProjection
{
};
struct AProjector_eventUnTouch_Parms
{
	class AActor* Other;                                                      //CPF_Parm
};
struct AProjector_eventTouch_Parms
{
	class AActor* Other;                                                      //CPF_Parm
};
struct AProjector_eventPostBeginPlay_Parms
{
};
struct AProjector_execDetachActor_Parms
{
	class AActor* A;                                                          //CPF_Parm
};
struct AProjector_execAttachActor_Parms
{
	class AActor* A;                                                          //CPF_Parm
};
struct AProjector_execAbandonProjector_Parms
{
	FLOAT Lifetime;                                                           //CPF_Parm
};
struct AProjector_execDetachProjector_Parms
{
	BITFIELD Force : 1;                                                       //CPF_Parm
};
struct AProjector_execAttachProjector_Parms
{
	FLOAT FadeInTime;                                                         //CPF_Parm
};

// *****************************************************************************
// AProjector (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AProjector : public AActor
{
public:
	BYTE MaterialBlendingOp;                                                  //CPF_Edit
	BYTE FrameBufferBlendingOp;                                               //CPF_Edit
	class UMaterial* ProjTexture;                                             //CPF_Edit
	INT FOV;                                                                  //CPF_Edit
	INT MaxTraceDistance;                                                     //CPF_Edit
	BITFIELD bProjectBSP : 1;                                                 //CPF_Edit
	BITFIELD bProjectTerrain : 1;                                             //CPF_Edit
	BITFIELD bProjectStaticMesh : 1;                                          //CPF_Edit
	BITFIELD bProjectParticles : 1;                                           //CPF_Edit
	BITFIELD bProjectActor : 1;                                               //CPF_Edit
	BITFIELD bLevelStatic : 1;                                                //CPF_Edit
	BITFIELD bClipBSP : 1;                                                    //CPF_Edit
	BITFIELD bClipStaticMesh : 1;                                             //CPF_Edit
	BITFIELD bProjectOnUnlit : 1;                                             //CPF_Edit
	BITFIELD bGradient : 1;                                                   //CPF_Edit
	BITFIELD bProjectOnBackfaces : 1;                                         //CPF_Edit
	BITFIELD bProjectOnAlpha : 1;                                             //CPF_Edit
	BITFIELD bProjectOnParallelBSP : 1;                                       //CPF_Edit
	FName ProjectTag;                                                         //CPF_Edit
	BITFIELD bDynamicAttach : 1;                                              //CPF_Edit
	BITFIELD bNoProjectOnOwner : 1;                                           //CPF_Edit
	FLOAT FadeInTime;                                                         //0
	class FPlane FrustumPlanes[6];                                            //CPF_Transient
	class FVector FrustumVertices[8];                                         //CPF_Transient
	class FBox Box;                                                           //CPF_Transient
	struct FProjectorRenderInfoPtr RenderInfo;                                //CPF_Transient
	class UTexture* GradientTexture;                                          //0
	class FMatrix GradientMatrix;                                             //CPF_Transient
	class FMatrix Matrix;                                                     //CPF_Transient
	class FVector OldLocation;                                                //CPF_Transient
	virtual ~AProjector();
	virtual void Destroy();
	virtual void PostEditChange();
	virtual void PostEditMove();
	virtual void PostEditLoad();
	virtual INT ShouldTrace(class AActor *, DWORD);
	virtual class UPrimitive * GetPrimitive();
	virtual void TickSpecial(FLOAT);
	virtual void RenderEditorSelected(class FLevelSceneNode *, class FRenderInterface *, class FDynamicActor *);
	virtual void Attach(FLOAT);
	virtual void Detach(INT);
	virtual void Abandon();
	virtual void CalcMatrix();
	virtual void UpdateParticleMaterial(class UParticleMaterial *, INT);
	AProjector(class AProjector const &);
	AProjector();
	static void CDECL InternalConstructor(void *);
	void RenderWireframe(class FRenderInterface *);
	static class UClass * CDECL StaticClass();
	void execAbandonProjector(struct FFrame &, void * const);
	void execAttachActor(struct FFrame &, void * const);
	void execAttachProjector(struct FFrame &, void * const);
	void execDetachActor(struct FFrame &, void * const);
	void execDetachProjector(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class AProjector & operator=(class AProjector const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UPendingLevel (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UPendingLevel : public UObject
{
};

// *****************************************************************************
// UNetDriver (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UNetDriver : public USubsystem
{
public:
	FLOAT ConnectionTimeout;                                                  //CPF_Config
	FLOAT InitialConnectTimeout;                                              //CPF_Config
	FLOAT KeepAliveTime;                                                      //CPF_Config
	FLOAT RelevantTimeout;                                                    //CPF_Config
	FLOAT SpawnPrioritySeconds;                                               //CPF_Config
	FLOAT ServerTravelPause;                                                  //CPF_Config
	INT MaxClientRate;                                                        //CPF_Config
	INT MaxInternetClientRate;                                                //CPF_Config
	INT NetServerMaxTickRate;                                                 //CPF_Config
	INT LanServerMaxTickRate;                                                 //CPF_Config
	BITFIELD AllowDownloads : 1;                                              //CPF_Config
	char Unknown12[0x0014];
	INT MaxDownloadSize;                                                      //CPF_Config
	TArray<class FString> DownloadManagers;                                   //CPF_Config|CPF_NeedCtorLink
	BITFIELD DisableKSecFix : 1;                                              //CPF_Config
	TArray<class FString> ClientRedirectURLs;                                 //CPF_Config|CPF_NeedCtorLink
	virtual INT Exec(TCHAR const *, class FOutputDevice &);
	virtual ~UNetDriver();
	virtual void Destroy();
	virtual void Serialize(class FArchive &);
	virtual void AssertValid();
	virtual INT InitConnect(class FNetworkNotify *, class FURL &, class FString &);
	virtual INT InitListen(class FNetworkNotify *, class FURL &, class FString &);
	virtual void TickFlush();
	virtual void TickDispatch(FLOAT);
	virtual void NotifyActorDestroyed(class AActor *);
	virtual INT IsDemoDriver();
	static class UClass * CDECL StaticClass();
	void StaticConstructor();
	UNetDriver(class UNetDriver const &);
	UNetDriver();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UNetDriver & operator=(class UNetDriver const &);
private:
	static class UClass PrivateStaticClass();
};

enum ETexOscillationType{
	 OT_Pan=0
	,OT_Stretch=1
	,OT_StretchRepeat=2
	,OT_Jitter=3
};

// *****************************************************************************
// UTexOscillator (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UTexOscillator : public UTexModifier
{
public:
	FLOAT UOscillationRate;                                                   //CPF_Edit
	FLOAT VOscillationRate;                                                   //CPF_Edit
	FLOAT UOscillationPhase;                                                  //CPF_Edit
	FLOAT VOscillationPhase;                                                  //CPF_Edit
	FLOAT UOscillationAmplitude;                                              //CPF_Edit
	FLOAT VOscillationAmplitude;                                              //CPF_Edit
	BYTE UOscillationType;                                                    //CPF_Edit
	BYTE VOscillationType;                                                    //CPF_Edit
	FLOAT UOffset;                                                            //CPF_Edit
	FLOAT VOffset;                                                            //CPF_Edit
	class FMatrix M;                                                          //0
	FLOAT LastSu;                                                             //0
	FLOAT LastSv;                                                             //0
	FLOAT CurrentUJitter;                                                     //0
	FLOAT CurrentVJitter;                                                     //0
	virtual ~UTexOscillator();
	virtual void PostEditChange();
	virtual class FMatrix * GetMatrix(FLOAT);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UTexOscillator(class UTexOscillator const &);
	UTexOscillator();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UTexOscillator & operator=(class UTexOscillator const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UTexPanner (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UTexPanner : public UTexModifier
{
public:
	class FRotator PanDirection;                                              //CPF_Edit
	FLOAT PanRate;                                                            //CPF_Edit
	class FMatrix M;                                                          //0
	virtual ~UTexPanner();
	virtual class FMatrix * GetMatrix(FLOAT);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UTexPanner(class UTexPanner const &);
	UTexPanner();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UTexPanner & operator=(class UTexPanner const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UConstantMaterial (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UConstantMaterial : public URenderedMaterial
{
public:
	virtual ~UConstantMaterial();
	virtual class FColor GetColor(FLOAT);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UConstantMaterial(class UConstantMaterial const &);
	UConstantMaterial();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UConstantMaterial & operator=(class UConstantMaterial const &);
private:
	static class UClass PrivateStaticClass();
};

// -----------------------------------------------------------------------------
// FURL ('Struct' From Unreal)
// -----------------------------------------------------------------------------
class DLL_IMPORT FURL
{
public:
	class FString Protocol;                                               //CPF_NeedCtorLink
	class FString Host;                                                   //CPF_NeedCtorLink
	INT Port;                                                             //0
	class FString Map;                                                    //CPF_NeedCtorLink
	TArray<class FString> Op;                                             //CPF_NeedCtorLink
	class FString Portal;                                                 //CPF_NeedCtorLink
	INT Valid;                                                            //0
	~FURL();
	void AddOption(TCHAR const *);
	static class FString DefaultHost();
	static class FString DefaultLocalMap();
	static class FString DefaultMap();
	static class FString DefaultMapExt();
	static class FString DefaultName();
	static class FString DefaultNetBrowseMap();
	static INT DefaultPort();
	static class FString DefaultPortal();
	static class FString DefaultProtocol();
	static class FString DefaultProtocolDescription();
	static class FString DefaultSaveExt();
	FURL(class FURL const &);
	FURL(class FURL *, TCHAR const *, enum ETravelType);
	FURL(TCHAR const *);
	TCHAR const * GetOption(TCHAR const *, TCHAR const *) const;
	INT HasOption(TCHAR const *) const;
	INT IsInternal() const;
	INT IsLocalInternal() const;
	void LoadURLConfig(TCHAR const *, TCHAR const *);
	class FString OptionString(INT) const;
	void RemoveOption(TCHAR const *, TCHAR const *, TCHAR const *);
	void SaveURLConfig(TCHAR const *, TCHAR const *, TCHAR const *) const;
	static void CDECL StaticExit();
	static void CDECL StaticInit();
	class FString String(INT, INT) const;
	class FURL & operator=(class FURL const &);
	INT operator==(class FURL const &) const;
};

enum EAcceptConnection
{
	ACCEPTC_Reject,	// Reject the connection.
	ACCEPTC_Accept, // Accept the connection.
	ACCEPTC_Ignore, // Ignore it, sending no reply, while server travelling.
};

// =============================================================================
// FNetworkNotify (Class From DLL)
// =============================================================================
class DLL_IMPORT FNetworkNotify
{
public:
	virtual enum EAcceptConnection NotifyAcceptingConnection()=0;;
	virtual void NotifyAcceptedConnection( class UNetConnection* Connection )=0;;
	virtual UBOOL NotifyAcceptingChannel( class UChannel* Channel )=0;;
	virtual ULevel* NotifyGetLevel()=0;;
	virtual void NotifyReceivedText( UNetConnection* Connection, const TCHAR* Text )=0;;
	virtual UBOOL NotifySendingFile( UNetConnection* Connection, FGuid GUID )=0;;
	virtual void NotifyReceivedFile( UNetConnection* Connection, INT PackageIndex, const TCHAR* Error, UBOOL Skipped , INT)=0;;
	virtual void NotifyProgress( const TCHAR* Str1, const TCHAR* Str2, const TCHAR* Str3, FLOAT Seconds )=0;

	FNetworkNotify(class FNetworkNotify const &);
	FNetworkNotify();
	class FNetworkNotify & operator=(class FNetworkNotify const &);
};

// *****************************************************************************
// ULevelBase (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ULevelBase : public UObject, public FNetworkNotify
{
public:
	// Database.
	TTransArray<AActor*> Actors;

	// Variables.
	class UNetDriver*	NetDriver;
	class UEngine*		Engine;
	class FURL			URL;
	class UNetDriver*	DemoRecDriver;

	virtual ~ULevelBase();
	virtual void NotifyProgress(TCHAR const *, TCHAR const *, TCHAR const *, FLOAT);
	virtual void Destroy();
	virtual void Serialize(class FArchive &);
	static class UClass * CDECL StaticClass();
	ULevelBase(class ULevelBase const &);
	ULevelBase(class UEngine *, class FURL const &);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class ULevelBase & operator=(class ULevelBase const &);
protected:
	ULevelBase();
private:
	static class UClass PrivateStaticClass();
};
struct AMaplistManagerBase_execGetCacheMapList_Parms
{
	class FString Acronym;                                                    //CPF_Parm|CPF_NeedCtorLink
	TArray<class FString> ReturnValue;                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AMaplistManagerBase_execFindCacheGameIndex_Parms
{
	class FString GameType;                                                   //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManagerBase_execShiftMap_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT RecordIndex;                                                          //CPF_Parm
	class FString MapName;                                                    //CPF_Parm|CPF_NeedCtorLink
	INT Count;                                                                //CPF_Parm
};
struct AMaplistManagerBase_execSaveMapList_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT RecordIndex;                                                          //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManagerBase_execSaveGame_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManagerBase_execMapChange_Parms
{
	class FString NewMapName;                                                 //CPF_Parm|CPF_NeedCtorLink
};
struct AMaplistManagerBase_execApplyMapList_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT RecordIndex;                                                          //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManagerBase_execGetActiveMap_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT RecordIndex;                                                          //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManagerBase_execSetActiveList_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT NewActive;                                                            //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManagerBase_execGetActiveList_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManagerBase_execGetMapList_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT RecordIndex;                                                          //CPF_Parm
	TArray<class FString> ReturnValue;                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AMaplistManagerBase_execGetCurrentMapRotation_Parms
{
	TArray<class FString> ReturnValue;                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AMaplistManagerBase_execGetMapListNames_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	TArray<class FString> ReturnValue;                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AMaplistManagerBase_execGetMapListTitle_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT RecordIndex;                                                          //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AMaplistManagerBase_execGetRecordIndex_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	class FString MapListName;                                                //CPF_Parm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManagerBase_execGetMapIndex_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT RecordIndex;                                                          //CPF_Parm
	class FString MapName;                                                    //CPF_Parm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManagerBase_execGetGameIndex_Parms
{
	class FString GameType;                                                   //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManagerBase_execRemoveMap_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT MapIndex;                                                             //CPF_Parm
	class FString MapName;                                                    //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManagerBase_execAddMap_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT RecordIndex;                                                          //CPF_Parm
	class FString MapName;                                                    //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManagerBase_execClearList_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT RecordIndex;                                                          //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManagerBase_execRenameList_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT RecordIndex;                                                          //CPF_Parm
	class FString NewName;                                                    //CPF_Parm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManagerBase_execResetList_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT RecordIndex;                                                          //CPF_Parm
};
struct AMaplistManagerBase_execResetGame_Parms
{
	INT GameIndex;                                                            //CPF_Parm
};
struct AMaplistManagerBase_execRemoveList_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT RecordIndex;                                                          //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManagerBase_execAddList_Parms
{
	class FString GameType;                                                   //CPF_Parm|CPF_NeedCtorLink
	class FString NewName;                                                    //CPF_Parm|CPF_NeedCtorLink
	TArray<class FString> Maps;                                               //CPF_Parm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManagerBase_execValidGameIndex_Parms
{
	INT i;                                                                    //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManagerBase_execValidCacheGameIndex_Parms
{
	INT i;                                                                    //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManagerBase_execValidName_Parms
{
	class FString S;                                                          //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManagerBase_execValidGameType_Parms
{
	class FString GameType;                                                   //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};

// *****************************************************************************
// AMaplistManagerBase (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AMaplistManagerBase : public AInfo
{
public:
	virtual ~AMaplistManagerBase();
	AMaplistManagerBase(class AMaplistManagerBase const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class AMaplistManagerBase & operator=(class AMaplistManagerBase const &);
protected:
	AMaplistManagerBase();
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UEngine (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UEngine : public USubsystem
{
public:
	class UPrimitive* Cylinder;                                               //0
	class UClient* Client;                                                    //0
	class UAudioSubsystem* Audio;                                             //0
	class URenderDevice* GRenDev;                                             //0
	INT bShowFrameRate;                                                       //0
	INT bShowRenderStats;                                                     //0
	INT bShowHardwareStats;                                                   //0
	INT bShowGameStats;                                                       //0
	INT bShowNetStats;                                                        //0
	INT bShowAnimStats;                                                       //0
	INT bShowLIPSincStats;                                                    //0
	INT bShowHistograph;                                                      //0
	INT bShowXboxMemStats;                                                    //0
	INT bShowMatineeStats;                                                    //0
	INT bShowAudioStats;                                                      //0
	INT bShowLightStats;                                                      //0
	INT TickCycles;                                                           //0
	INT GameCycles;                                                           //0
	INT ClientCycles;                                                         //0
	INT CacheSizeMegs;                                                        //CPF_Edit|CPF_Config
	BITFIELD UseSound : 1;                                                    //CPF_Edit|CPF_Config
	BITFIELD UseStaticMeshBatching : 1;                                       //CPF_Edit|CPF_Config
	BITFIELD ServerReadsStdin : 1;                                            //CPF_Edit|CPF_Config
	FLOAT CurrentTickRate;                                                    //CPF_Edit
	INT DetectedVideoMemory;                                                  //CPF_Config
	class FColor C_WorldBox;                                                  //CPF_Edit|CPF_Config
	class FColor C_GroundPlane;                                               //CPF_Edit|CPF_Config
	class FColor C_GroundHighlight;                                           //CPF_Edit|CPF_Config
	class FColor C_BrushWire;                                                 //CPF_Edit|CPF_Config
	class FColor C_Pivot;                                                     //CPF_Edit|CPF_Config
	class FColor C_Select;                                                    //CPF_Edit|CPF_Config
	class FColor C_Current;                                                   //CPF_Edit|CPF_Config
	class FColor C_AddWire;                                                   //CPF_Edit|CPF_Config
	class FColor C_SubtractWire;                                              //CPF_Edit|CPF_Config
	class FColor C_GreyWire;                                                  //CPF_Edit|CPF_Config
	class FColor C_BrushVertex;                                               //CPF_Edit|CPF_Config
	class FColor C_BrushSnap;                                                 //CPF_Edit|CPF_Config
	class FColor C_Invalid;                                                   //CPF_Edit|CPF_Config
	class FColor C_ActorWire;                                                 //CPF_Edit|CPF_Config
	class FColor C_ActorHiWire;                                               //CPF_Edit|CPF_Config
	class FColor C_Black;                                                     //CPF_Edit|CPF_Config
	class FColor C_White;                                                     //CPF_Edit|CPF_Config
	class FColor C_Mask;                                                      //CPF_Edit|CPF_Config
	class FColor C_SemiSolidWire;                                             //CPF_Edit|CPF_Config
	class FColor C_NonSolidWire;                                              //CPF_Edit|CPF_Config
	class FColor C_WireBackground;                                            //CPF_Edit|CPF_Config
	class FColor C_WireGridAxis;                                              //CPF_Edit|CPF_Config
	class FColor C_ActorArrow;                                                //CPF_Edit|CPF_Config
	class FColor C_ScaleBox;                                                  //CPF_Edit|CPF_Config
	class FColor C_ScaleBoxHi;                                                //CPF_Edit|CPF_Config
	class FColor C_ZoneWire;                                                  //CPF_Edit|CPF_Config
	class FColor C_Mover;                                                     //CPF_Edit|CPF_Config
	class FColor C_OrthoBackground;                                           //CPF_Edit|CPF_Config
	class FColor C_StaticMesh;                                                //CPF_Edit|CPF_Config
	class FColor C_VolumeBrush;                                               //CPF_Edit|CPF_Config
	class FColor C_ConstraintLine;                                            //CPF_Edit|CPF_Config
	class FColor C_AnimMesh;                                                  //CPF_Edit|CPF_Config
	class FColor C_TerrainWire;                                               //CPF_Edit|CPF_Config
	virtual INT Exec(TCHAR const *, class FOutputDevice &);
	virtual ~UEngine();
	virtual void Destroy();
	virtual void Serialize(class FArchive &);
	virtual void BreakCompatibility();
	virtual void Init();
	virtual void Flush(INT);
	virtual void UpdateGamma();
	virtual void RestoreGamma();
	virtual INT Key(class UViewport *, enum EInputKey, TCHAR);
	virtual INT InputEvent(class UViewport *, enum EInputKey, enum EInputAction, FLOAT);
	virtual INT ChallengeResponse(INT);
	virtual FLOAT GetMaxTickRate();
	virtual void SetProgress(TCHAR const *, TCHAR const *, TCHAR const *, FLOAT);
	virtual void edSetClickLocation(class FVector &);
	virtual void edDrawAxisIndicator(class FSceneNode *);
	virtual INT edcamMode(class UViewport *);
	virtual INT edcamTerrainBrush();
	virtual INT edcamMouseControl(class UViewport *);
	virtual void EdCallback(DWORD, INT, DWORD);
	virtual INT AnotherDummyFunctionToBreakCompatibility(INT);
	virtual INT ReallyBreakCompatibility(INT);
	virtual INT DummyFunctionToBreakCompatibility(INT);
	void InitAudio();
	static class UClass * CDECL StaticClass();
	void StaticConstructor();
	UEngine(class UEngine const &);
	UEngine();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UEngine & operator=(class UEngine const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// URenderDevice (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT URenderDevice : public USubsystem
{
public:
	INT TerrainLOD;                                                           //CPF_Config
	BITFIELD HighDetailActors : 1;                                            //CPF_Config
	BITFIELD SuperHighDetailActors : 1;                                       //CPF_Config
	BITFIELD DetailTextures : 1;                                              //CPF_Config
	char Unknown5[0x0014];
	BITFIELD UseCompressedLightmaps : 1;                                      //CPF_Config
	BITFIELD UseStencil : 1;                                                  //CPF_Config
	BITFIELD Use16bit : 1;                                                    //CPF_Config
	BITFIELD Use16bitTextures : 1;                                            //CPF_Config
	char Unknown9[0x0008];
	BITFIELD LowQualityTerrain : 1;                                           //CPF_Config
	BITFIELD SkyboxHack : 1;                                                  //CPF_Config
	virtual ~URenderDevice();
	virtual INT ResourceCached(QWORD);
	static class UClass * CDECL StaticClass();
	void StaticConstructor();
	URenderDevice(class URenderDevice const &);
	URenderDevice();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class URenderDevice & operator=(class URenderDevice const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UDownload (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UDownload : public UObject
{
public:
	virtual ~UDownload();
	virtual void Destroy();
	virtual void Serialize(class FArchive &);
	virtual INT TrySkipFile();
	virtual void ReceiveFile(class UNetConnection *, INT, TCHAR const *, INT, INT);
	virtual void ReceiveData(BYTE *, INT);
	virtual void Tick();
	virtual void DownloadError(TCHAR const *);
	virtual void DownloadDone();
	static class UClass * CDECL StaticClass();
	void StaticConstructor();
	UDownload(class UDownload const &);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class UDownload & operator=(class UDownload const &);
protected:
	UDownload();
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UNetConnection (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UNetConnection : public UPlayer
{
public:
	virtual INT Exec(TCHAR const *, class FOutputDevice &);
	virtual void Serialize(TCHAR const *, enum EName);
	virtual ~UNetConnection();
	virtual void Destroy();
	virtual void Serialize(class FArchive &);
	virtual void ReadInput(FLOAT);
	virtual void InitOut();
	virtual void AssertValid();
	virtual void SendAck(INT, INT);
	virtual void FlushNet();
	virtual void Tick();
	virtual INT IsNetReady(INT);
	virtual void HandleClientPlayer(class APlayerController *);
	class UChannel * CreateChannel(enum EChannelType, INT, INT);
	class UNetDriver * GetDriver();
	void PostSend();
	void PreSend(INT);
	void PurgeAcks();
	void ReceiveFile(INT, INT);
	void ReceivedNak(INT);
	void ReceivedPacket(struct FBitReader &);
	void ReceivedRawPacket(void *, INT);
	class FString SecureCDKeyHash();
	void SendPackageMap(class ULevel *);
	INT SendRawBunch(class FOutBunch &, INT);
	void SetActorDirty(class AActor *);
	void SlowAssertValid();
	static class UClass * CDECL StaticClass();
	static TCHAR const * CDECL StaticConfigName();
	UNetConnection(class UNetConnection const &);
	UNetConnection(class UNetDriver *, class FURL const &);
	UNetConnection();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UNetConnection & operator=(class UNetConnection const &);
private:
	static class UClass PrivateStaticClass();
};

// -----------------------------------------------------------------------------
// FGameRecord ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FGameRecord
{
public:
	class FString ClassName;                                              //CPF_Edit|CPF_NeedCtorLink
	class FString GameName;                                               //CPF_Edit|CPF_NeedCtorLink
	class FString Description;                                            //CPF_Edit|CPF_NeedCtorLink
	class FString TextName;                                               //CPF_Edit|CPF_NeedCtorLink
	class FString GameAcronym;                                            //CPF_Edit|CPF_NeedCtorLink
	class FString MapListClassName;                                       //CPF_Edit|CPF_NeedCtorLink
	class FString MapPrefix;                                              //CPF_Edit|CPF_NeedCtorLink
	class FString ScreenshotRef;                                          //CPF_Edit|CPF_NeedCtorLink
	class FString HUDMenu;                                                //CPF_Edit|CPF_NeedCtorLink
	class FString RulesMenu;                                              //CPF_Edit|CPF_NeedCtorLink
	BITFIELD bTeamGame : 1;                                               //CPF_Edit
	BYTE GameTypeGroup;                                                   //CPF_Edit
	INT RecordIndex;                                                      //0
	~FGameRecord();
	FGameRecord(struct FGameRecord const &);
	FGameRecord();
	struct FGameRecord & operator=(struct FGameRecord const &);
};
struct UAdminBase_execSplitParams_Parms
{
	class FString Params;                                                     //CPF_Parm|CPF_NeedCtorLink
	TArray<class FString> ReturnValue;                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	TArray<class FString> Splitted;                                           //CPF_NeedCtorLink
	class FString Delim;                                                      //CPF_NeedCtorLink
	INT P;                                                                    //0
	INT Start;                                                                //0
};
struct UAdminBase_execIsNumeric_Parms
{
	class FString Param;                                                      //CPF_Parm|CPF_NeedCtorLink
	BITFIELD bPositiveOnly : 1;                                               //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT P;                                                                    //0
};
struct UAdminBase_execMaskedCompare_Parms
{
	class FString SettingName;                                                //CPF_Parm|CPF_NeedCtorLink
	class FString Mask;                                                       //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	BITFIELD bMaskLeft : 1;                                                   //0
	BITFIELD bMaskRight : 1;                                                  //0
	INT MaskLen;                                                              //0
};
struct UAdminBase_execSendComplexMsg_Parms
{
	TArray<class FString> Arr;                                                //CPF_Parm|CPF_NeedCtorLink
	class FString Title;                                                      //CPF_Parm|CPF_NeedCtorLink
	INT i;                                                                    //0
	INT Longest;                                                              //0
	class FString Line;                                                       //CPF_NeedCtorLink
	class FString Border;                                                     //CPF_NeedCtorLink
	class FString Prefix;                                                     //CPF_NeedCtorLink
	class FString Suffix;                                                     //CPF_NeedCtorLink
};
struct UAdminBase_execFindGameType_Parms
{
	class FString GameType;                                                   //CPF_Parm|CPF_NeedCtorLink
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	INT i;                                                                    //0
	TArray<struct FGameRecord> Records;                                       //CPF_NeedCtorLink
};
struct UAdminBase_execCanPerform_Parms
{
	class FString priv;                                                       //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UAdminBase_execSwitch_Parms
{
	class FString URL;                                                        //CPF_Parm|CPF_NeedCtorLink
};
struct UAdminBase_execMapList_Parms
{
	class FString Cmd;                                                        //CPF_Parm|CPF_NeedCtorLink
	class FString Extra;                                                      //CPF_Parm|CPF_NeedCtorLink
};
struct UAdminBase_execMap_Parms
{
	class FString Cmd;                                                        //CPF_Parm|CPF_NeedCtorLink
};
struct UAdminBase_execNextMap_Parms
{
};
struct UAdminBase_execRestartMap_Parms
{
};
struct UAdminBase_execKickBan_Parms
{
	class FString S;                                                          //CPF_Parm|CPF_NeedCtorLink
};
struct UAdminBase_execKick_Parms
{
	class FString Cmd;                                                        //CPF_Parm|CPF_NeedCtorLink
	class FString Extra;                                                      //CPF_Parm|CPF_NeedCtorLink
	TArray<class FString> Params;                                             //CPF_NeedCtorLink
	TArray<class APlayerReplicationInfo*> AllPRI;                             //CPF_NeedCtorLink
	class AController* C;                                                     //0
	class AController* NextC;                                                 //0
	INT i;                                                                    //0
};
struct UAdminBase_execPlayerList_Parms
{
	class APlayerReplicationInfo* PRI;                                        //0
};
struct UAdminBase_execRestartCurrentMap_Parms
{
};
struct UAdminBase_execMaplistCommand_Parms
{
	class FString Cmd;                                                        //CPF_Parm|CPF_NeedCtorLink
	class FString Extra;                                                      //CPF_Parm|CPF_NeedCtorLink
	TArray<class FString> Values;                                             //CPF_NeedCtorLink
	class FString str;                                                        //CPF_NeedCtorLink
	INT i;                                                                    //0
	INT C;                                                                    //0
};
struct UAdminBase_execGetMapListNames_Parms
{
	class FString GameType;                                                   //CPF_Parm|CPF_NeedCtorLink
	TArray<class FString> ReturnValue;                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	INT i;                                                                    //0
	TArray<class FString> Ar;                                                 //CPF_NeedCtorLink
};
struct UAdminBase_execShowCurrentMapList_Parms
{
	INT i;                                                                    //0
	INT C;                                                                    //0
	TArray<class FString> Ar;                                                 //CPF_NeedCtorLink
};
struct UAdminBase_execGoToNextMap_Parms
{
};
struct UAdminBase_execDoSwitch_Parms
{
	class FString URL;                                                        //CPF_Parm|CPF_NeedCtorLink
};
struct UAdminBase_execDoLogout_Parms
{
};
struct UAdminBase_execDoLogin_Parms
{
	class FString Username;                                                   //CPF_Parm|CPF_NeedCtorLink
	class FString Password;                                                   //CPF_Parm|CPF_NeedCtorLink
};
struct UAdminBase_execCreated_Parms
{
};

// *****************************************************************************
// UAdminBase (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UAdminBase : public UObject
{
public:
	BITFIELD bAdmin : 1;                                                      //0
	class AAccessControl* Manager;                                            //0
	class FString Msg_PlayerList;                                             //CPF_Localized|CPF_NeedCtorLink
	class FString Msg_AllGameMaps;                                            //CPF_Localized|CPF_NeedCtorLink
	class FString Msg_AllMapLists;                                            //CPF_Localized|CPF_NeedCtorLink
	class FString Msg_MapRotationList;                                        //CPF_Localized|CPF_NeedCtorLink
	class FString Msg_NoMapsAdded;                                            //CPF_Localized|CPF_NeedCtorLink
	class FString Msg_AddedMapToList;                                         //CPF_Localized|CPF_NeedCtorLink
	class FString Msg_NoMapsRemoved;                                          //CPF_Localized|CPF_NeedCtorLink
	class FString Msg_RemovedFromList;                                        //CPF_Localized|CPF_NeedCtorLink
	class FString Msg_PlayerBanned;                                           //CPF_Localized|CPF_NeedCtorLink
	class FString Msg_SessionBanned;                                          //CPF_Localized|CPF_NeedCtorLink
	class FString Msg_PlayerKicked;                                           //CPF_Localized|CPF_NeedCtorLink
	class FString Msg_NextMapNotFound;                                        //CPF_Localized|CPF_NeedCtorLink
	class FString Msg_ChangingMapTo;                                          //CPF_Localized|CPF_NeedCtorLink
	class FString Msg_NoMapInRotation;                                        //CPF_Localized|CPF_NeedCtorLink
	class FString Msg_NoMapsFound;                                            //CPF_Localized|CPF_NeedCtorLink
	class FString Msg_MapIsInRotation;                                        //CPF_Localized|CPF_NeedCtorLink
	class FString Msg_MapNotInRotation;                                       //CPF_Localized|CPF_NeedCtorLink
	class FString Msg_UnknownParam;                                           //CPF_Localized|CPF_NeedCtorLink
	class FString Msg_NoParamsFound;                                          //CPF_Localized|CPF_NeedCtorLink
	class FString Msg_ParamModified;                                          //CPF_Localized|CPF_NeedCtorLink
	class FString Msg_ParamNotModified;                                       //CPF_Localized|CPF_NeedCtorLink
	class FString Msg_MapListAdded;                                           //CPF_Localized|CPF_NeedCtorLink
	class FString Msg_MapListRemoved;                                         //CPF_Localized|CPF_NeedCtorLink
	class FString Msg_MapIsNotInRotation;                                     //CPF_Localized|CPF_NeedCtorLink
	class FString Msg_EditingMapList;                                         //CPF_Localized|CPF_NeedCtorLink
	virtual ~UAdminBase();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UAdminBase(class UAdminBase const &);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class UAdminBase & operator=(class UAdminBase const &);
protected:
	UAdminBase();
private:
	static class UClass PrivateStaticClass();
};
struct UPlayerInput_execCheckForDoubleClickMove_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
	BYTE ReturnValue;                                                         //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	BYTE DoubleClickMove;                                                     //0
	BYTE OldDoubleClick;                                                      //0
};
struct UPlayerInput_execChangeSnapView_Parms
{
	BITFIELD B : 1;                                                           //CPF_Parm
};
struct UPlayerInput_execInvertMouse_Parms
{
	class FString Invert;                                                     //CPF_Parm|CPF_NeedCtorLink
};
struct UPlayerInput_execUpdateSmoothing_Parms
{
	INT Mode;                                                                 //CPF_Parm
};
struct UPlayerInput_execUpdateAccel_Parms
{
	FLOAT F;                                                                  //CPF_Parm
};
struct UPlayerInput_execUpdateSensitivity_Parms
{
	FLOAT F;                                                                  //CPF_Parm
};
struct UPlayerInput_execSmoothMouse_Parms
{
	FLOAT aMouse;                                                             //CPF_Parm
	FLOAT DeltaTime;                                                          //CPF_Parm
	BYTE SampleCount;                                                         //CPF_Parm|CPF_OutParm
	INT Index;                                                                //CPF_Parm
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
	INT sum;                                                                  //0
};
struct UPlayerInput_execAccelerateMouse_Parms
{
	FLOAT aMouse;                                                             //CPF_Parm
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	FLOAT Accel;                                                              //0
};
struct UPlayerInput_execSetSmoothingStrength_Parms
{
	FLOAT F;                                                                  //CPF_Parm
};
struct UPlayerInput_execSetSmoothingMode_Parms
{
	BYTE B;                                                                   //CPF_Parm
};
struct UPlayerInput_eventPlayerInput_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
	FLOAT FOVScale;                                                           //0
	FLOAT MouseScale;                                                         //0
};
struct UPlayerInput_execInvertLook_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};

// *****************************************************************************
// UPlayerInput (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UPlayerInput : public UObject
{
public:
	BITFIELD bInvertMouse : 1;                                                //CPF_Config|CPF_GlobalConfig
	BITFIELD bWasForward : 1;                                                 //0
	BITFIELD bWasBack : 1;                                                    //0
	BITFIELD bWasLeft : 1;                                                    //0
	BITFIELD bWasRight : 1;                                                   //0
	BITFIELD bEdgeForward : 1;                                                //0
	BITFIELD bEdgeBack : 1;                                                   //0
	BITFIELD bEdgeLeft : 1;                                                   //0
	BITFIELD bEdgeRight : 1;                                                  //0
	BITFIELD bAdjustSampling : 1;                                             //0
	BYTE MouseSmoothingMode;                                                  //CPF_Config|CPF_GlobalConfig
	FLOAT MouseSmoothingStrength;                                             //CPF_Config|CPF_GlobalConfig
	FLOAT MouseSensitivity;                                                   //CPF_Config|CPF_GlobalConfig
	FLOAT MouseSamplingTime;                                                  //CPF_Config|CPF_GlobalConfig
	FLOAT MouseAccelThreshold;                                                //CPF_Config|CPF_GlobalConfig
	FLOAT SmoothedMouse[2];                                                   //0
	FLOAT ZeroTime[2];                                                        //0
	FLOAT SamplingTime[2];                                                    //0
	FLOAT MaybeTime[2];                                                       //0
	FLOAT OldSamples[4];                                                      //0
	INT MouseSamples[2];                                                      //0
	FLOAT DoubleClickTimer;                                                   //0
	FLOAT DoubleClickTime;                                                    //CPF_Config|CPF_GlobalConfig
	BITFIELD bEnableDodging : 1;                                              //CPF_Config|CPF_GlobalConfig
	virtual ~UPlayerInput();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UPlayerInput(class UPlayerInput const &);
	void eventPlayerInput(FLOAT);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class UPlayerInput & operator=(class UPlayerInput const &);
protected:
	UPlayerInput();
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UChannel (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UChannel : public UObject
{
public:
	virtual ~UChannel();
	virtual void Destroy();
	virtual void Init(class UNetConnection *, INT, INT);
	virtual void SetClosingFlag();
	virtual void Close();
	virtual class FString Describe();
	virtual void ReceivedNak(INT);
	virtual void Tick();
	void AssertInSequenced();
	static class UClass * * ChannelClasses();
	static INT CDECL IsKnownChannelType(INT);
	INT IsNetReady(INT);
	INT MaxSendBytes();
	void ReceivedAcks();
	void ReceivedRawBunch(class FInBunch &);
	INT ReceivedSequencedBunch(class FInBunch &);
	INT RouteDestroy();
	INT SendBunch(class FOutBunch *, INT);
	static class UClass * CDECL StaticClass();
	UChannel(class UChannel const &);
	UChannel();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class UChannel & operator=(class UChannel const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UCameraEffect (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UCameraEffect : public UObject
{
public:
	FLOAT Alpha;                                                              //0
	BITFIELD FinalEffect : 1;                                                 //0
	INT cameraeffect_dummy;                                                   //0
	virtual ~UCameraEffect();
	virtual void PreRender(class UViewport *, class FRenderInterface *);
	virtual void PostRender(class UViewport *, class FRenderInterface *);
	static class UClass * CDECL StaticClass();
	UCameraEffect(class UCameraEffect const &);
	UCameraEffect();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class UCameraEffect & operator=(class UCameraEffect const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UI3DL2Listener (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UI3DL2Listener : public UObject
{
public:
	FLOAT EnvironmentSize;                                                    //CPF_Edit
	FLOAT EnvironmentDiffusion;                                               //CPF_Edit
	INT Room;                                                                 //CPF_Edit
	INT RoomHF;                                                               //CPF_Edit
	INT RoomLF;                                                               //CPF_Edit
	FLOAT DecayTime;                                                          //CPF_Edit
	FLOAT DecayHFRatio;                                                       //CPF_Edit
	FLOAT DecayLFRatio;                                                       //CPF_Edit
	INT Reflections;                                                          //CPF_Edit
	FLOAT ReflectionsDelay;                                                   //CPF_Edit
	class FVector ReflectionsPan;                                             //CPF_Edit
	INT Reverb;                                                               //CPF_Edit
	FLOAT ReverbDelay;                                                        //CPF_Edit
	class FVector ReverbPan;                                                  //CPF_Edit
	FLOAT EchoTime;                                                           //CPF_Edit
	FLOAT EchoDepth;                                                          //CPF_Edit
	FLOAT ModulationTime;                                                     //CPF_Edit
	FLOAT ModulationDepth;                                                    //CPF_Edit
	FLOAT RoomRolloffFactor;                                                  //CPF_Edit
	FLOAT AirAbsorptionHF;                                                    //CPF_Edit
	FLOAT HFReference;                                                        //CPF_Edit
	FLOAT LFReference;                                                        //CPF_Edit
	BITFIELD bDecayTimeScale : 1;                                             //CPF_Edit
	BITFIELD bReflectionsScale : 1;                                           //CPF_Edit
	BITFIELD bReflectionsDelayScale : 1;                                      //CPF_Edit
	BITFIELD bReverbScale : 1;                                                //CPF_Edit
	BITFIELD bReverbDelayScale : 1;                                           //CPF_Edit
	BITFIELD bEchoTimeScale : 1;                                              //CPF_Edit
	BITFIELD bModulationTimeScale : 1;                                        //CPF_Edit
	BITFIELD bDecayHFLimit : 1;                                               //CPF_Edit
	INT Environment;                                                          //CPF_Transient
	INT Updated;                                                              //CPF_Transient
	virtual ~UI3DL2Listener();
	virtual void PostEditChange();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UI3DL2Listener(class UI3DL2Listener const &);
	UI3DL2Listener();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UI3DL2Listener & operator=(class UI3DL2Listener const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// USound (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT USound : public UObject
{
public:
	FLOAT Likelihood;                                                         //CPF_Edit|CPF_Native
	BYTE Data[44];                                                            //CPF_Native
	FName FileType;                                                           //CPF_Native
	class FString Filename;                                                   //CPF_Native
	INT OriginalSize;                                                         //CPF_Native
	FLOAT Duration;                                                           //CPF_Native
	void * Handle;                                                            //CPF_Native|CPF_Transient
	INT Flags;                                                                //CPF_Native
	INT VoiceCodec;                                                           //CPF_Native
	FLOAT InitialSeekTime;                                                    //CPF_Native
	FLOAT BaseRadius;                                                         //CPF_Edit
	FLOAT VelocityScale;                                                      //CPF_Edit
	virtual ~USound();
	virtual void PostLoad();
	virtual void Destroy();
	virtual void Serialize(class FArchive &);
	virtual class USound * RenderSoundPlay(FLOAT *, FLOAT *);
	virtual bool IsValid();
	virtual class FSoundData & GetData();
	virtual class FName GetFileType();
	virtual void SetFileType(class FName);
	virtual TCHAR const * GetFilename();
	virtual INT GetOriginalSize();
	virtual void * GetHandle();
	virtual void SetHandle(void *);
	virtual INT GetFlags();
	virtual FLOAT GetDuration();
	virtual FLOAT GetRadius();
	virtual FLOAT GetVelocityScale();
	virtual void SetDuration(FLOAT);
	virtual void PS2Convert();
	virtual void Load();
	static class UAudioSubsystem * Audio();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	USound(class USound const &);
	USound(INT);
	USound(TCHAR const *, INT);
	USound();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class USound & operator=(class USound const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// ARoadPathNode (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ARoadPathNode : public APathNode
{
public:
	FLOAT MaxRoadDist;                                                        //CPF_Edit
	virtual ~ARoadPathNode();
	virtual INT ProscribedPathTo(class ANavigationPoint *);
	virtual INT ReviewPath(class APawn *);
	ARoadPathNode(class ARoadPathNode const &);
	ARoadPathNode();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class ARoadPathNode & operator=(class ARoadPathNode const &);
private:
	static class UClass PrivateStaticClass();
};
struct AInventoryAttachment_execInitFor_Parms
{
	class AInventory* i;                                                      //CPF_Parm
};

// *****************************************************************************
// AInventoryAttachment (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AInventoryAttachment : public AActor
{
public:
	BITFIELD bFastAttachmentReplication : 1;                                  //0
	INT inventoryattachment_dummy;                                            //0
	virtual ~AInventoryAttachment();
	virtual INT * GetOptimizedRepList(BYTE *, struct FPropertyRetirement *, INT *, class UPackageMap *, class UActorChannel *);
	AInventoryAttachment(class AInventoryAttachment const &);
	AInventoryAttachment();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class AInventoryAttachment & operator=(class AInventoryAttachment const &);
private:
	static class UClass PrivateStaticClass();
};
struct ADoor_eventSuggestMovePreparation_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ADoor_execProceedWithMove_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ADoor_execSpecialHandling_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	class AActor* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ADoor_execMoverClosed_Parms
{
};
struct ADoor_execMoverOpened_Parms
{
};
struct ADoor_execPostBeginPlay_Parms
{
	class FVector dist;                                                       //0
};

// *****************************************************************************
// ADoor (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ADoor : public ANavigationPoint
{
public:
	FName DoorTag;                                                            //CPF_Edit
	class AMover* MyDoor;                                                     //0
	FName DoorTrigger;                                                        //CPF_Edit
	class AActor* RecommendedTrigger;                                         //0
	BITFIELD bInitiallyClosed : 1;                                            //CPF_Edit
	BITFIELD bBlockedWhenClosed : 1;                                          //CPF_Edit
	BITFIELD bDoorOpen : 1;                                                   //0
	BITFIELD bTempNoCollide : 1;                                              //0
	virtual ~ADoor();
	virtual class AActor * AssociatedLevelGeometry();
	virtual INT HasAssociatedLevelGeometry(class AActor *);
	virtual void PrePath();
	virtual void PostPath();
	virtual void PostaddReachSpecs(class APawn *);
	virtual void InitForPathFinding();
	virtual void FindBase();
	virtual INT IsIdentifiedAs(class FName);
	ADoor(class ADoor const &);
	ADoor();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class ADoor & operator=(class ADoor const &);
private:
	static class UClass PrivateStaticClass();
};
struct ALadder_eventSuggestMovePreparation_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};

// *****************************************************************************
// ALadder (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ALadder : public ASmallNavigationPoint
{
public:
	class ALadderVolume* MyLadder;                                            //0
	class ALadder* LadderList;                                                //0
	virtual ~ALadder();
	virtual INT ReachedBy(class APawn *, class FVector);
	virtual INT NoReachDistance();
	virtual INT ProscribedPathTo(class ANavigationPoint *);
	virtual void addReachSpecs(class APawn *, INT);
	virtual void InitForPathFinding();
	virtual void ClearPaths();
	ALadder(class ALadder const &);
	ALadder();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class ALadder & operator=(class ALadder const &);
private:
	static class UClass PrivateStaticClass();
};
struct APhysicsVolume_execCausePainTo_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	FLOAT depth;                                                              //0
	class APawn* P;                                                           //0
};
struct APhysicsVolume_execPlayExitSplash_Parms
{
	class AActor* Other;                                                      //CPF_Parm
};
struct APhysicsVolume_eventUnTouch_Parms
{
	class AActor* Other;                                                      //CPF_Parm
};
struct APhysicsVolume_execPlayEntrySplash_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class FVector StartLoc;                                                   //0
	class FVector Vel2D;                                                      //0
};
struct APhysicsVolume_eventTouch_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class APawn* P;                                                           //0
	BITFIELD bFoundPawn : 1;                                                  //0
};
struct APhysicsVolume_execTrigger_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class APawn* EventInstigator;                                             //CPF_Parm
	class APawn* P;                                                           //0
};
struct APhysicsVolume_execTimerPop_Parms
{
	class AVolumeTimer* t;                                                    //CPF_Parm
	class AActor* A;                                                          //0
	BITFIELD bFound : 1;                                                      //0
};
struct APhysicsVolume_eventBaseChange_Parms
{
};
struct APhysicsVolume_execPlayerPawnDiedInVolume_Parms
{
	class APawn* Other;                                                       //CPF_Parm
};
struct APhysicsVolume_eventPawnLeavingVolume_Parms
{
	class APawn* Other;                                                       //CPF_Parm
};
struct APhysicsVolume_eventPawnEnteredVolume_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	class FVector HitLocation;                                                //0
	class FVector HitNormal;                                                  //0
	class AActor* SpawnedEntryActor;                                          //0
};
struct APhysicsVolume_eventActorLeavingVolume_Parms
{
	class AActor* Other;                                                      //CPF_Parm
};
struct APhysicsVolume_eventActorEnteredVolume_Parms
{
	class AActor* Other;                                                      //CPF_Parm
};
struct APhysicsVolume_eventPhysicsChangedFor_Parms
{
	class AActor* Other;                                                      //CPF_Parm
};
struct APhysicsVolume_execReset_Parms
{
};
struct APhysicsVolume_execPostBeginPlay_Parms
{
};
struct APhysicsVolume_execPreBeginPlay_Parms
{
};

// *****************************************************************************
// APhysicsVolume (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT APhysicsVolume : public AVolume
{
public:
	class FVector ZoneVelocity;                                               //CPF_Edit
	class FVector Gravity;                                                    //CPF_Edit|CPF_Net
	class FVector BACKUP_Gravity;                                             //0
	FLOAT GroundFriction;                                                     //CPF_Edit
	FLOAT TerminalVelocity;                                                   //CPF_Edit
	FLOAT DamagePerSec;                                                       //CPF_Edit
	class UClass* DamageType;                                                 //CPF_Edit
	INT Priority;                                                             //CPF_Edit
	class USound* EntrySound;                                                 //CPF_Edit
	class USound* ExitSound;                                                  //CPF_Edit
	class UI3DL2Listener* VolumeEffect;                                       //CPF_Edit|CPF_0x04000000
	class UClass* EntryActor;                                                 //CPF_Edit
	class UClass* ExitActor;                                                  //CPF_Edit
	class UClass* PawnEntryActor;                                             //CPF_Edit
	FLOAT FluidFriction;                                                      //CPF_Edit
	class FVector ViewFlash;                                                  //CPF_Edit
	class FVector ViewFog;                                                    //CPF_Edit
	BITFIELD bPainCausing : 1;                                                //CPF_Edit
	BITFIELD BACKUP_bPainCausing : 1;                                         //0
	BITFIELD bDestructive : 1;                                                //CPF_Edit
	BITFIELD bNoInventory : 1;                                                //CPF_Edit
	BITFIELD bMoveProjectiles : 1;                                            //CPF_Edit
	BITFIELD bBounceVelocity : 1;                                             //CPF_Edit
	BITFIELD bNeutralZone : 1;                                                //CPF_Edit
	BITFIELD bWaterVolume : 1;                                                //CPF_Edit
	BITFIELD bNoDecals : 1;                                                   //CPF_Edit
	BITFIELD bDamagesVehicles : 1;                                            //CPF_Edit
	BITFIELD bDistanceFog : 1;                                                //CPF_Edit
	class FColor DistanceFogColor;                                            //CPF_Edit
	FLOAT DistanceFogStart;                                                   //CPF_Edit
	FLOAT DistanceFogEnd;                                                     //CPF_Edit
	FLOAT KExtraLinearDamping;                                                //CPF_Edit
	FLOAT KExtraAngularDamping;                                               //CPF_Edit
	FLOAT KBuoyancy;                                                          //CPF_Edit
	class AInfo* PainTimer;                                                   //0
	class APhysicsVolume* NextPhysicsVolume;                                  //0
	virtual ~APhysicsVolume();
	virtual INT * GetOptimizedRepList(BYTE *, struct FPropertyRetirement *, INT *, class UPackageMap *, class UActorChannel *);
	virtual void SetZone(INT, INT);
	virtual void CheckForErrors();
	APhysicsVolume(class APhysicsVolume const &);
	APhysicsVolume();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	void eventActorEnteredVolume(class AActor *);
	void eventActorLeavingVolume(class AActor *);
	void eventPawnEnteredVolume(class APawn *);
	void eventPawnLeavingVolume(class APawn *);
	void eventPhysicsChangedFor(class AActor *);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class APhysicsVolume & operator=(class APhysicsVolume const &);
private:
	static class UClass PrivateStaticClass();
};

// -----------------------------------------------------------------------------
// FStoredChatPassword ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FStoredChatPassword
{
public:
	class FString ChatRoomName;                                           //CPF_NeedCtorLink
	class FString ChatRoomPassword;                                       //CPF_NeedCtorLink
	~FStoredChatPassword();
	FStoredChatPassword(struct FStoredChatPassword const &);
	FStoredChatPassword();
	struct FStoredChatPassword & operator=(struct FStoredChatPassword const &);
};

// -----------------------------------------------------------------------------
// FClientAdjustment ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FClientAdjustment
{
public:
	FLOAT TimeStamp;                                                      //0
	FName NewState;                                                       //0
	BYTE newPhysics;                                                      //0
	class FVector NewLoc;                                                 //0
	class FVector NewVel;                                                 //0
	class AActor* NewBase;                                                //0
	class FVector NewFloor;                                               //0
	FClientAdjustment();
	struct FClientAdjustment & operator=(struct FClientAdjustment const &);
};

// -----------------------------------------------------------------------------
// PlayerTurreting ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT PlayerTurreting
{
};

// -----------------------------------------------------------------------------
// WaitingForPawn ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT WaitingForPawn
{
};

// -----------------------------------------------------------------------------
// BaseSpectating ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT BaseSpectating
{
};

// -----------------------------------------------------------------------------
// PlayerWaiting ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT PlayerWaiting
{
};

// -----------------------------------------------------------------------------
// AttractMode ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT AttractMode
{
};

// -----------------------------------------------------------------------------
// Spectating ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT Spectating
{
};

// -----------------------------------------------------------------------------
// Scripting ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT Scripting
{
};

// -----------------------------------------------------------------------------
// PlayerRocketing ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT PlayerRocketing
{
};

// -----------------------------------------------------------------------------
// PlayerSpaceFlying ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT PlayerSpaceFlying
{
};

// -----------------------------------------------------------------------------
// PlayerFlying ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT PlayerFlying
{
};

// -----------------------------------------------------------------------------
// PlayerSwimming ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT PlayerSwimming
{
};

// -----------------------------------------------------------------------------
// PlayerSpidering ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT PlayerSpidering
{
};

// -----------------------------------------------------------------------------
// PlayerDriving ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT PlayerDriving
{
};

// -----------------------------------------------------------------------------
// PlayerClimbing ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT PlayerClimbing
{
};

// -----------------------------------------------------------------------------
// PlayerWalking ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT PlayerWalking
{
};

// -----------------------------------------------------------------------------
// FPlayerNameInfo ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FPlayerNameInfo
{
public:
	class FString mInfo;                                                  //CPF_NeedCtorLink
	class FColor mColor;                                                  //0
	FLOAT mXPos;                                                          //0
	FLOAT mYPos;                                                          //0
	~FPlayerNameInfo();
	FPlayerNameInfo(struct FPlayerNameInfo const &);
	FPlayerNameInfo();
	struct FPlayerNameInfo & operator=(struct FPlayerNameInfo const &);
};
struct APlayerController_execShowVoteMenu_Parms
{
};
struct APlayerController_eventLostChild_Parms
{
	class AActor* Other;                                                      //CPF_Parm
};
struct APlayerController_eventGainedChild_Parms
{
	class AActor* Other;                                                      //CPF_Parm
};
struct APlayerController_execServerChatRestriction_Parms
{
	INT PlayerID;                                                             //CPF_Parm
	BYTE Type;                                                                //CPF_Parm
	class APlayerReplicationInfo* PRI;                                        //0
	INT i;                                                                    //0
};
struct APlayerController_execServerRequestBanInfo_Parms
{
	INT PlayerID;                                                             //CPF_Parm
};
struct APlayerController_execClientBecameActivePlayer_Parms
{
};
struct APlayerController_execClientReStart_Parms
{
	class APawn* NewPawn;                                                     //CPF_Parm
	BITFIELD bNewViewTarget : 1;                                              //0
};
struct APlayerController_execEnterStartState_Parms
{
	FName NewState;                                                           //0
};
struct APlayerController_execRestartLevel_Parms
{
};
struct APlayerController_execServerSpeech_Parms
{
	FName Type;                                                               //CPF_Parm
	INT Index;                                                                //CPF_Parm
	class FString Callsign;                                                   //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerController_execBecomeActivePlayer_Parms
{
};
struct APlayerController_execClientBecameSpectator_Parms
{
};
struct APlayerController_execBecomeSpectator_Parms
{
};
struct APlayerController_execServerSpectate_Parms
{
};
struct APlayerController_execGetPlayerIDHash_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct APlayerController_execServerChatDebug_Parms
{
};
struct APlayerController_execChatDebug_Parms
{
};
struct APlayerController_execClientSetActiveRoom_Parms
{
	INT ChannelIndex;                                                         //CPF_Parm
};
struct APlayerController_execServerChangeVoiceChatMode_Parms
{
	BITFIELD bEnable : 1;                                                     //CPF_Parm
};
struct APlayerController_execServerSetChatPassword_Parms
{
	class FString NewPassword;                                                //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerController_execServerSpeak_Parms
{
	INT ChannelIndex;                                                         //CPF_Parm
	class FString ChannelPassword;                                            //CPF_Parm|CPF_NeedCtorLink
	class AVoiceChatRoom* VCR;                                                //0
	INT Index;                                                                //0
};
struct APlayerController_execServerLeaveVoiceChannel_Parms
{
	INT ChannelIndex;                                                         //CPF_Parm
	class AVoiceChatRoom* VCR;                                                //0
};
struct APlayerController_execServerJoinVoiceChannel_Parms
{
	INT ChannelIndex;                                                         //CPF_Parm
	class FString ChannelPassword;                                            //CPF_Parm|CPF_NeedCtorLink
	BYTE ReturnValue;                                                         //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class AVoiceChatRoom* VCR;                                                //0
	BYTE Result;                                                              //0
};
struct APlayerController_execFindChannelPassword_Parms
{
	class FString ChannelName;                                                //CPF_Parm|CPF_NeedCtorLink
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	INT i;                                                                    //0
};
struct APlayerController_execSetChannelPassword_Parms
{
	class FString ChannelName;                                                //CPF_Parm|CPF_NeedCtorLink
	class FString ChannelPassword;                                            //CPF_Parm|CPF_NeedCtorLink
	INT i;                                                                    //0
};
struct APlayerController_execLoadPlayers_Parms
{
	INT i;                                                                    //0
};
struct APlayerController_execServerViewSelf_Parms
{
};
struct APlayerController_execServerViewNextPlayer_Parms
{
	class AController* C;                                                     //0
	class AController* pick;                                                  //0
	BITFIELD bFound : 1;                                                      //0
	BITFIELD bRealSpec : 1;                                                   //0
	BITFIELD bWasSpec : 1;                                                    //0
	class ATeamInfo* RealTeam;                                                //0
};
struct APlayerController_execDualTurretServerMove_Parms
{
	FLOAT TimeStamp0;                                                         //CPF_Parm
	BITFIELD NewbDuck0 : 1;                                                   //CPF_Parm
	BYTE ClientRoll0;                                                         //CPF_Parm
	INT View0;                                                                //CPF_Parm
	FLOAT TimeStamp;                                                          //CPF_Parm
	class FVector ClientLoc;                                                  //CPF_Parm
	BITFIELD NewbDuck : 1;                                                    //CPF_Parm
	BYTE ClientRoll;                                                          //CPF_Parm
	INT View;                                                                 //CPF_Parm
};
struct APlayerController_execTurretServerMove_Parms
{
	FLOAT TimeStamp;                                                          //CPF_Parm
	class FVector ClientLoc;                                                  //CPF_Parm
	BITFIELD NewbDuck : 1;                                                    //CPF_Parm
	BYTE ClientRoll;                                                          //CPF_Parm
	INT View;                                                                 //CPF_Parm
};
struct APlayerController_execChatBan_Parms
{
	INT PlayerID;                                                             //CPF_Parm
	BYTE Type;                                                                //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerController_execChangeVoiceChatMode_Parms
{
	BITFIELD bEnable : 1;                                                     //CPF_Parm
};
struct APlayerController_execAutoJoinVoiceChat_Parms
{
};
struct APlayerController_execGetDefaultActiveChannel_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	class FString DefaultChannel;                                             //CPF_NeedCtorLink
};
struct APlayerController_execInitPrivateChatRoom_Parms
{
};
struct APlayerController_execInitializeVoiceChat_Parms
{
};
struct APlayerController_execDisableVoiceChat_Parms
{
	BITFIELD bCurrent : 1;                                                    //0
};
struct APlayerController_execEnableVoiceChat_Parms
{
	BITFIELD bCurrent : 1;                                                    //0
};
struct APlayerController_execSetChatPassword_Parms
{
	class FString NewPassword;                                                //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerController_execSpeakLast_Parms
{
};
struct APlayerController_execSpeakDefault_Parms
{
	class FString str;                                                        //CPF_NeedCtorLink
};
struct APlayerController_execSpeak_Parms
{
	class FString ChannelTitle;                                               //CPF_Parm|CPF_NeedCtorLink
	INT idx;                                                                  //0
	class AVoiceChatRoom* VCR;                                                //0
	class FString ChanPwd;                                                    //CPF_NeedCtorLink
};
struct APlayerController_execLeave_Parms
{
	class FString ChannelTitle;                                               //CPF_Parm|CPF_NeedCtorLink
	class AVoiceChatRoom* VCR;                                                //0
	INT idx;                                                                  //0
};
struct APlayerController_execJoin_Parms
{
	class FString ChanName;                                                   //CPF_Parm|CPF_NeedCtorLink
	class FString ChanPwd;                                                    //CPF_Parm|CPF_NeedCtorLink
	INT i;                                                                    //0
	INT idx;                                                                  //0
	class AVoiceChatRoom* VCR;                                                //0
};
struct APlayerController_execServerVoiceCommand_Parms
{
	class FString RecognizedString;                                           //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerController_execDualSpaceFighterServerMove_Parms
{
	FLOAT TimeStamp0;                                                         //CPF_Parm
	class FVector InAccel0;                                                   //CPF_Parm
	BITFIELD NewbDuck0 : 1;                                                   //CPF_Parm
	INT ViewPitch0;                                                           //CPF_Parm
	INT ViewYaw0;                                                             //CPF_Parm
	INT ViewRoll0;                                                            //CPF_Parm
	FLOAT TimeStamp;                                                          //CPF_Parm
	class FVector InAccel;                                                    //CPF_Parm
	class FVector ClientLoc;                                                  //CPF_Parm
	BITFIELD NewbDuck : 1;                                                    //CPF_Parm
	INT ViewPitch;                                                            //CPF_Parm
	INT ViewYaw;                                                              //CPF_Parm
	INT ViewRoll;                                                             //CPF_Parm
	class FRotator BackupView;                                                //0
};
struct APlayerController_execCallServerMove_Parms
{
	FLOAT TimeStamp;                                                          //CPF_Parm
	class FVector InAccel;                                                    //CPF_Parm
	class FVector ClientLoc;                                                  //CPF_Parm
	BITFIELD NewbRun : 1;                                                     //CPF_Parm
	BITFIELD NewbDuck : 1;                                                    //CPF_Parm
	BITFIELD NewbPendingJumpStatus : 1;                                       //CPF_Parm
	BITFIELD NewbJumpStatus : 1;                                              //CPF_Parm
	BITFIELD NewbDoubleJump : 1;                                              //CPF_Parm
	BYTE DoubleClickMove;                                                     //CPF_Parm
	BYTE ClientRoll;                                                          //CPF_Parm
	INT View;                                                                 //CPF_Parm
	BYTE OldTimeDelta;                                                        //CPF_Parm
	INT OldAccel;                                                             //CPF_Parm
	BYTE PendingCompress;                                                     //0
	BITFIELD bCombine : 1;                                                    //0
};
struct APlayerController_execReplicateMove_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
	class FVector NewAccel;                                                   //CPF_Parm
	BYTE DoubleClickMove;                                                     //CPF_Parm
	class FRotator DeltaRot;                                                  //CPF_Parm
	class ASavedMove* NewMove;                                                //0
	class ASavedMove* OldMove;                                                //0
	class ASavedMove* AlmostLastMove;                                         //0
	class ASavedMove* LastMove;                                               //0
	BYTE ClientRoll;                                                          //0
	FLOAT OldTimeDelta;                                                       //0
	FLOAT NetMoveDelta;                                                       //0
	INT OldAccel;                                                             //0
	class FVector BuildAccel;                                                 //0
	class FVector AccelNorm;                                                  //0
	class FVector MoveLoc;                                                    //0
	class FVector CompareAccel;                                               //0
	BITFIELD bPendingJumpStatus : 1;                                          //0
};
struct APlayerController_execCommand_Parms
{
	class FString RecognizedString;                                           //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerController_eventVoiceCommand_Parms
{
	class FString RecognizedString;                                           //CPF_Parm|CPF_NeedCtorLink
	class FString RawString;                                                  //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerController_execNeedNetNotify_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerController_execSetCustomRewardAnnouncerClass_Parms
{
	class FString NewAnnouncerClass;                                          //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerController_execSetCustomStatusAnnouncerClass_Parms
{
	class FString NewAnnouncerClass;                                          //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerController_execGetCustomRewardAnnouncerClass_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct APlayerController_execGetCustomStatusAnnouncerClass_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct APlayerController_execDemoClientSetHUD_Parms
{
	class UClass* newHUDClass;                                                //CPF_Parm
	class UClass* newScoringClass;                                            //CPF_Parm
};
struct APlayerController_execServerSetClientDemo_Parms
{
};
struct APlayerController_eventStartClientDemoRec_Parms
{
};
struct APlayerController_execAdminGUI_Parms
{
};
struct APlayerController_execAdminLogout_Parms
{
};
struct APlayerController_execAdminReply_Parms
{
	class FString Reply;                                                      //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerController_execReportAdmin_Parms
{
	class FString ReportText;                                                 //CPF_Parm|CPF_NeedCtorLink
	class FString str;                                                        //CPF_NeedCtorLink
};
struct APlayerController_execAdminCommand_Parms
{
	class FString CommandLine;                                                //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerController_execServerAdminLogin_Parms
{
	class FString CmdLine;                                                    //CPF_Parm|CPF_NeedCtorLink
	class FString uname;                                                      //CPF_NeedCtorLink
	class FString upass;                                                      //CPF_NeedCtorLink
};
struct APlayerController_execAdminLogin_Parms
{
	class FString CmdLine;                                                    //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerController_execAdminDebug_Parms
{
	class FString CommandLine;                                                //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerController_execAdmin_Parms
{
	class FString CommandLine;                                                //CPF_Parm|CPF_NeedCtorLink
	class FString Result;                                                     //CPF_NeedCtorLink
};
struct APlayerController_execCanRestartPlayer_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerController_execInvertLook_Parms
{
	BITFIELD Result : 1;                                                      //0
};
struct APlayerController_execInvertMouse_Parms
{
	class FString Invert;                                                     //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerController_execIsMouseInverted_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerController_eventClientNetworkMessage_Parms
{
	class FString ParamA;                                                     //CPF_Parm|CPF_NeedCtorLink
	class FString ParamB;                                                     //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerController_eventClientCloseMenu_Parms
{
	BITFIELD bCloseAll : 1;                                                   //CPF_Parm
	BITFIELD bCancel : 1;                                                     //CPF_Parm
};
struct APlayerController_eventClientReplaceMenu_Parms
{
	class FString Menu;                                                       //CPF_Parm|CPF_NeedCtorLink
	BITFIELD bDisconnect : 1;                                                 //CPF_Parm
	class FString Msg1;                                                       //CPF_Parm|CPF_NeedCtorLink
	class FString Msg2;                                                       //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerController_eventClientOpenMenu_Parms
{
	class FString Menu;                                                       //CPF_Parm|CPF_NeedCtorLink
	BITFIELD bDisconnect : 1;                                                 //CPF_Parm
	class FString Msg1;                                                       //CPF_Parm|CPF_NeedCtorLink
	class FString Msg2;                                                       //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerController_eventUnPressButtons_Parms
{
};
struct APlayerController_execChangeAlwaysMouseLook_Parms
{
	BITFIELD B : 1;                                                           //CPF_Parm
};
struct APlayerController_execResetInput_Parms
{
};
struct APlayerController_execChangeStairLook_Parms
{
	BITFIELD B : 1;                                                           //CPF_Parm
};
struct APlayerController_execPlayerMove_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
};
struct APlayerController_eventPlayerTick_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
};
struct APlayerController_execServerMove_Parms
{
	FLOAT TimeStamp;                                                          //CPF_Parm
	class FVector InAccel;                                                    //CPF_Parm
	class FVector ClientLoc;                                                  //CPF_Parm
	BITFIELD NewbRun : 1;                                                     //CPF_Parm
	BITFIELD NewbDuck : 1;                                                    //CPF_Parm
	BITFIELD NewbJumpStatus : 1;                                              //CPF_Parm
	BITFIELD NewbDoubleJump : 1;                                              //CPF_Parm
	BYTE DoubleClickMove;                                                     //CPF_Parm
	BYTE ClientRoll;                                                          //CPF_Parm
	INT View;                                                                 //CPF_Parm
	BYTE OldTimeDelta;                                                        //CPF_Parm
	INT OldAccel;                                                             //CPF_Parm
	FLOAT DeltaTime;                                                          //0
	FLOAT clientErr;                                                          //0
	FLOAT OldTimeStamp;                                                       //0
	class FRotator DeltaRot;                                                  //0
	class FRotator Rot;                                                       //0
	class FRotator ViewRot;                                                   //0
	class FVector Accel;                                                      //0
	class FVector LocDiff;                                                    //0
	INT maxPitch;                                                             //0
	INT ViewPitch;                                                            //0
	INT ViewYaw;                                                              //0
	BITFIELD NewbPressedJump : 1;                                             //0
	BITFIELD OldbRun : 1;                                                     //0
	BITFIELD OldbDoubleJump : 1;                                              //0
	BYTE OldDoubleClickMove;                                                  //0
};
struct APlayerController_execDualServerMove_Parms
{
	FLOAT TimeStamp0;                                                         //CPF_Parm
	class FVector InAccel0;                                                   //CPF_Parm
	BYTE PendingCompress;                                                     //CPF_Parm
	BYTE DoubleClickMove0;                                                    //CPF_Parm
	INT View0;                                                                //CPF_Parm
	FLOAT TimeStamp;                                                          //CPF_Parm
	class FVector InAccel;                                                    //CPF_Parm
	class FVector ClientLoc;                                                  //CPF_Parm
	BYTE DoubleClickMove;                                                     //CPF_Parm
	BYTE ClientRoll;                                                          //CPF_Parm
	INT View;                                                                 //CPF_Parm
	BYTE OldTimeDelta;                                                        //CPF_Parm
	INT OldAccel;                                                             //CPF_Parm
	BITFIELD NewbRun0 : 1;                                                    //0
	BITFIELD NewbDuck0 : 1;                                                   //0
	BITFIELD NewbJumpStatus0 : 1;                                             //0
	BITFIELD NewbDoubleJump0 : 1;                                             //0
	BITFIELD NewbRun : 1;                                                     //0
	BITFIELD NewbDuck : 1;                                                    //0
	BITFIELD NewbJumpStatus : 1;                                              //0
	BITFIELD NewbDoubleJump : 1;                                              //0
};
struct APlayerController_execMoveAutonomous_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
	BITFIELD NewbRun : 1;                                                     //CPF_Parm
	BITFIELD NewbDuck : 1;                                                    //CPF_Parm
	BITFIELD NewbPressedJump : 1;                                             //CPF_Parm
	BITFIELD NewbDoubleJump : 1;                                              //CPF_Parm
	BYTE DoubleClickMove;                                                     //CPF_Parm
	class FVector NewAccel;                                                   //CPF_Parm
	class FRotator DeltaRot;                                                  //CPF_Parm
};
struct APlayerController_execCheckSpeedHack_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerController_execUse_Parms
{
};
struct APlayerController_execAltFire_Parms
{
	FLOAT F;                                                                  //CPF_Parm
};
struct APlayerController_execFire_Parms
{
	FLOAT F;                                                                  //CPF_Parm
};
struct APlayerController_execActivateItem_Parms
{
};
struct APlayerController_execIsDead_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerController_execSetWeaponHand_Parms
{
	class FString S;                                                          //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerController_execThrowWeapon_Parms
{
};
struct APlayerController_execActivateInventoryItem_Parms
{
	class UClass* InvItem;                                                    //CPF_Parm
	class APowerups* Inv;                                                     //0
};
struct APlayerController_execPrevWeapon_Parms
{
};
struct APlayerController_execServerThrowWeapon_Parms
{
	class FVector TossVel;                                                    //0
};
struct APlayerController_execNextWeapon_Parms
{
};
struct APlayerController_execSwitchWeapon_Parms
{
	BYTE F;                                                                   //CPF_Parm
};
struct APlayerController_execPipedSwitchWeapon_Parms
{
	BYTE F;                                                                   //CPF_Parm
};
struct APlayerController_execCalcBehindView_Parms
{
	class FVector CameraLocation;                                             //CPF_Parm|CPF_OutParm
	class FRotator CameraRotation;                                            //CPF_Parm|CPF_OutParm
	FLOAT dist;                                                               //CPF_Parm
	class FVector View;                                                       //0
	class FVector HitLocation;                                                //0
	class FVector HitNormal;                                                  //0
	FLOAT ViewDist;                                                           //0
	FLOAT RealDist;                                                           //0
	class FVector globalX;                                                    //0
	class FVector globalY;                                                    //0
	class FVector globalZ;                                                    //0
	class FVector localX;                                                     //0
	class FVector localY;                                                     //0
	class FVector localZ;                                                     //0
};
struct APlayerController_execAdjustView_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
};
struct APlayerController_execLongClientAdjustPosition_Parms
{
	FLOAT TimeStamp;                                                          //CPF_Parm
	FName NewState;                                                           //CPF_Parm
	BYTE newPhysics;                                                          //CPF_Parm
	FLOAT NewLocX;                                                            //CPF_Parm
	FLOAT NewLocY;                                                            //CPF_Parm
	FLOAT NewLocZ;                                                            //CPF_Parm
	FLOAT NewVelX;                                                            //CPF_Parm
	FLOAT NewVelY;                                                            //CPF_Parm
	FLOAT NewVelZ;                                                            //CPF_Parm
	class AActor* NewBase;                                                    //CPF_Parm
	FLOAT NewFloorX;                                                          //CPF_Parm
	FLOAT NewFloorY;                                                          //CPF_Parm
	FLOAT NewFloorZ;                                                          //CPF_Parm
	class FVector NewLocation;                                                //0
	class FVector NewVelocity;                                                //0
	class FVector NewFloor;                                                   //0
	class AActor* MoveActor;                                                  //0
	class ASavedMove* CurrentMove;                                            //0
	FLOAT NewPing;                                                            //0
};
struct APlayerController_execClientAdjustPosition_Parms
{
	FLOAT TimeStamp;                                                          //CPF_Parm
	FName NewState;                                                           //CPF_Parm
	BYTE newPhysics;                                                          //CPF_Parm
	FLOAT NewLocX;                                                            //CPF_Parm
	FLOAT NewLocY;                                                            //CPF_Parm
	FLOAT NewLocZ;                                                            //CPF_Parm
	FLOAT NewVelX;                                                            //CPF_Parm
	FLOAT NewVelY;                                                            //CPF_Parm
	FLOAT NewVelZ;                                                            //CPF_Parm
	class AActor* NewBase;                                                    //CPF_Parm
	class FVector Floor;                                                      //0
};
struct APlayerController_execSetNetSpeed_Parms
{
	INT NewSpeed;                                                             //CPF_Parm
};
struct APlayerController_execSetViewTarget_Parms
{
	class AActor* NewViewTarget;                                              //CPF_Parm
};
struct APlayerController_execPossess_Parms
{
	class APawn* aPawn;                                                       //CPF_Parm
};
struct APlayerController_execGetFacingDirection_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class FVector X;                                                          //0
	class FVector Y;                                                          //0
	class FVector Z;                                                          //0
	class FVector Dir;                                                        //0
};
struct APlayerController_execIsSpectating_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerController_execSuicide_Parms
{
};
struct APlayerController_execServerUse_Parms
{
	class AActor* A;                                                          //0
	class AVehicle* DrivenVehicle;                                            //0
	class AVehicle* EntryVehicle;                                             //0
	class AVehicle* V;                                                        //0
};
struct APlayerController_execServerRestartGame_Parms
{
};
struct APlayerController_execHandleWalking_Parms
{
};
struct APlayerController_execProcessMove_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
	class FVector NewAccel;                                                   //CPF_Parm
	BYTE DoubleClickMove;                                                     //CPF_Parm
	class FRotator DeltaRot;                                                  //CPF_Parm
};
struct APlayerController_execProcessDrive_Parms
{
	FLOAT InForward;                                                          //CPF_Parm
	FLOAT InStrafe;                                                           //CPF_Parm
	FLOAT InUp;                                                               //CPF_Parm
	BITFIELD InJump : 1;                                                      //CPF_Parm
};
struct APlayerController_eventTravelPostAccept_Parms
{
};
struct APlayerController_execJump_Parms
{
	FLOAT F;                                                                  //CPF_Parm
};
struct APlayerController_execTyping_Parms
{
	BITFIELD bTyping : 1;                                                     //CPF_Parm
};
struct APlayerController_execShowMidGameMenu_Parms
{
	BITFIELD bPause : 1;                                                      //CPF_Parm
};
struct APlayerController_execShowMenu_Parms
{
	BITFIELD bCloseHUDScreen : 1;                                             //0
};
struct APlayerController_execServerPause_Parms
{
};
struct APlayerController_execPause_Parms
{
};
struct APlayerController_execSetPause_Parms
{
	BITFIELD bPause : 1;                                                      //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerController_execQuickLoad_Parms
{
};
struct APlayerController_execQuickSave_Parms
{
};
struct APlayerController_execLocalTravel_Parms
{
	class FString URL;                                                        //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerController_execSpeech_Parms
{
	FName Type;                                                               //CPF_Parm
	INT Index;                                                                //CPF_Parm
	class FString Callsign;                                                   //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerController_execdamageAttitudeTo_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	FLOAT Damage;                                                             //CPF_Parm
};
struct APlayerController_eventShakeViewEvent_Parms
{
	class FVector shRotMag;                                                   //CPF_Parm
	class FVector shRotRate;                                                  //CPF_Parm
	FLOAT shRotTime;                                                          //CPF_Parm
	class FVector shOffsetMag;                                                //CPF_Parm
	class FVector shOffsetRate;                                               //CPF_Parm
	FLOAT shOffsetTime;                                                       //CPF_Parm
};
struct APlayerController_eventSetAmbientShake_Parms
{
	FLOAT FalloffStartTime;                                                   //CPF_Parm
	FLOAT FalloffTime;                                                        //CPF_Parm
	class FVector OffsetMag;                                                  //CPF_Parm
	FLOAT OffsetFreq;                                                         //CPF_Parm
	class FRotator RotMag;                                                    //CPF_Parm
	FLOAT RotFreq;                                                            //CPF_Parm
};
struct APlayerController_execStopViewShaking_Parms
{
};
struct APlayerController_execShakeView_Parms
{
	class FVector shRotMag;                                                   //CPF_Parm
	class FVector shRotRate;                                                  //CPF_Parm
	FLOAT shRotTime;                                                          //CPF_Parm
	class FVector shOffsetMag;                                                //CPF_Parm
	class FVector shOffsetRate;                                               //CPF_Parm
	FLOAT shOffsetTime;                                                       //CPF_Parm
};
struct APlayerController_execWeaponShakeView_Parms
{
	class FVector shRotMag;                                                   //CPF_Parm
	class FVector shRotRate;                                                  //CPF_Parm
	FLOAT shRotTime;                                                          //CPF_Parm
	class FVector shOffsetMag;                                                //CPF_Parm
	class FVector shOffsetRate;                                               //CPF_Parm
	FLOAT shOffsetTime;                                                       //CPF_Parm
};
struct APlayerController_execClientDamageShake_Parms
{
	INT Damage;                                                               //CPF_Parm
};
struct APlayerController_execDamageShake_Parms
{
	INT Damage;                                                               //CPF_Parm
};
struct APlayerController_execClientAdjustGlow_Parms
{
	FLOAT Scale;                                                              //CPF_Parm
	class FVector fog;                                                        //CPF_Parm
};
struct APlayerController_execClientFlash_Parms
{
	FLOAT Scale;                                                              //CPF_Parm
	class FVector fog;                                                        //CPF_Parm
};
struct APlayerController_execSetFlashScaling_Parms
{
	FLOAT F;                                                                  //CPF_Parm
};
struct APlayerController_execSetFOVAngle_Parms
{
	FLOAT NewFOV;                                                             //CPF_Parm
};
struct APlayerController_execCompressAccel_Parms
{
	INT C;                                                                    //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerController_execGetFreeMove_Parms
{
	class ASavedMove* ReturnValue;                                            //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class ASavedMove* S;                                                      //0
	class ASavedMove* first;                                                  //0
	INT i;                                                                    //0
};
struct APlayerController_execClientUpdatePosition_Parms
{
	class ASavedMove* CurrentMove;                                            //0
	INT realbRun;                                                             //0
	INT realbDuck;                                                            //0
	BITFIELD bRealJump : 1;                                                   //0
};
struct APlayerController_execServerUpdatePing_Parms
{
	INT NewPing;                                                              //CPF_Parm
};
struct APlayerController_execShortClientAdjustPosition_Parms
{
	FLOAT TimeStamp;                                                          //CPF_Parm
	FName NewState;                                                           //CPF_Parm
	BYTE newPhysics;                                                          //CPF_Parm
	FLOAT NewLocX;                                                            //CPF_Parm
	FLOAT NewLocY;                                                            //CPF_Parm
	FLOAT NewLocZ;                                                            //CPF_Parm
	class AActor* NewBase;                                                    //CPF_Parm
	class FVector Floor;                                                      //0
};
struct APlayerController_execDualRocketServerMove_Parms
{
	FLOAT TimeStamp0;                                                         //CPF_Parm
	class FVector InAccel0;                                                   //CPF_Parm
	BITFIELD NewbDuck0 : 1;                                                   //CPF_Parm
	BYTE ClientRoll0;                                                         //CPF_Parm
	INT View0;                                                                //CPF_Parm
	FLOAT TimeStamp;                                                          //CPF_Parm
	class FVector InAccel;                                                    //CPF_Parm
	class FVector ClientLoc;                                                  //CPF_Parm
	BITFIELD NewbDuck : 1;                                                    //CPF_Parm
	BYTE ClientRoll;                                                          //CPF_Parm
	INT View;                                                                 //CPF_Parm
};
struct APlayerController_execRocketServerMove_Parms
{
	FLOAT TimeStamp;                                                          //CPF_Parm
	class FVector InAccel;                                                    //CPF_Parm
	class FVector ClientLoc;                                                  //CPF_Parm
	BITFIELD NewbDuck : 1;                                                    //CPF_Parm
	BYTE ClientRoll;                                                          //CPF_Parm
	INT View;                                                                 //CPF_Parm
};
struct APlayerController_execVeryShortClientAdjustPosition_Parms
{
	FLOAT TimeStamp;                                                          //CPF_Parm
	FLOAT NewLocX;                                                            //CPF_Parm
	FLOAT NewLocY;                                                            //CPF_Parm
	FLOAT NewLocZ;                                                            //CPF_Parm
	class AActor* NewBase;                                                    //CPF_Parm
	class FVector Floor;                                                      //0
};
struct APlayerController_eventSendClientAdjustment_Parms
{
};
struct APlayerController_execShortServerMove_Parms
{
	FLOAT TimeStamp;                                                          //CPF_Parm
	class FVector ClientLoc;                                                  //CPF_Parm
	BITFIELD NewbRun : 1;                                                     //CPF_Parm
	BITFIELD NewbDuck : 1;                                                    //CPF_Parm
	BITFIELD NewbJumpStatus : 1;                                              //CPF_Parm
	BYTE ClientRoll;                                                          //CPF_Parm
	INT View;                                                                 //CPF_Parm
};
struct APlayerController_execForceDeathUpdate_Parms
{
};
struct APlayerController_execSpaceFighterServerMove_Parms
{
	FLOAT TimeStamp;                                                          //CPF_Parm
	class FVector InAccel;                                                    //CPF_Parm
	class FVector ClientLoc;                                                  //CPF_Parm
	BITFIELD NewbDuck : 1;                                                    //CPF_Parm
	INT ViewPitch;                                                            //CPF_Parm
	INT ViewYaw;                                                              //CPF_Parm
	INT ViewRoll;                                                             //CPF_Parm
	class FRotator BackupView;                                                //0
};
struct APlayerController_execClientVoiceMessage_Parms
{
	class APlayerReplicationInfo* Sender;                                     //CPF_Parm
	class APlayerReplicationInfo* Recipient;                                  //CPF_Parm
	FName messagetype;                                                        //CPF_Parm
	BYTE MessageID;                                                           //CPF_Parm
	class AVoicePack* V;                                                      //0
};
struct APlayerController_execClientSetBehindView_Parms
{
	BITFIELD B : 1;                                                           //CPF_Parm
	BITFIELD bWasBehindView : 1;                                              //0
};
struct APlayerController_execClientSetFixedCamera_Parms
{
	BITFIELD B : 1;                                                           //CPF_Parm
};
struct APlayerController_eventPreClientTravel_Parms
{
};
struct APlayerController_execShowGun_Parms
{
};
struct APlayerController_execSetHand_Parms
{
	INT IntValue;                                                             //CPF_Parm
};
struct APlayerController_execServerSetHandedness_Parms
{
	FLOAT hand;                                                               //CPF_Parm
};
struct APlayerController_execSetAutoTaunt_Parms
{
	BITFIELD Value : 1;                                                       //CPF_Parm
};
struct APlayerController_execServerSetAutoTaunt_Parms
{
	BITFIELD Value : 1;                                                       //CPF_Parm
};
struct APlayerController_execServerTeamSay_Parms
{
	class FString Msg;                                                        //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerController_execTeamSay_Parms
{
	class FString Msg;                                                        //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerController_execServerSay_Parms
{
	class FString Msg;                                                        //CPF_Parm|CPF_NeedCtorLink
	class AController* C;                                                     //0
};
struct APlayerController_execSay_Parms
{
	class FString Msg;                                                        //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerController_execAllowTextMessage_Parms
{
	class FString Msg;                                                        //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct APlayerController_execForceReload_Parms
{
};
struct APlayerController_execSetMouseAccel_Parms
{
	FLOAT F;                                                                  //CPF_Parm
};
struct APlayerController_execSetMouseSmoothing_Parms
{
	INT Mode;                                                                 //CPF_Parm
};
struct APlayerController_execSetSensitivity_Parms
{
	FLOAT F;                                                                  //CPF_Parm
};
struct APlayerController_execServerMutate_Parms
{
	class FString MutateString;                                               //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerController_execMutate_Parms
{
	class FString MutateString;                                               //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerController_execFOV_Parms
{
	FLOAT F;                                                                  //CPF_Parm
};
struct APlayerController_execResetFOV_Parms
{
};
struct APlayerController_execSetFOV_Parms
{
	FLOAT NewFOV;                                                             //CPF_Parm
};
struct APlayerController_execFixFOV_Parms
{
};
struct APlayerController_execEndZoom_Parms
{
};
struct APlayerController_execStopZoom_Parms
{
};
struct APlayerController_execStartZoom_Parms
{
};
struct APlayerController_execToggleZoom_Parms
{
};
struct APlayerController_execStartZoomWithMax_Parms
{
	FLOAT MaxZoomLevel;                                                       //CPF_Parm
};
struct APlayerController_execToggleZoomWithMax_Parms
{
	FLOAT MaxZoomLevel;                                                       //CPF_Parm
};
struct APlayerController_execClientSetInitialMusic_Parms
{
	class FString NewSong;                                                    //CPF_Parm|CPF_NeedCtorLink
	BYTE NewTransition;                                                       //CPF_Parm
	class FString SongName;                                                   //CPF_NeedCtorLink
};
struct APlayerController_execClientSetMusic_Parms
{
	class FString NewSong;                                                    //CPF_Parm|CPF_NeedCtorLink
	BYTE NewTransition;                                                       //CPF_Parm
	FLOAT FadeIn;                                                             //0
	FLOAT FadeOut;                                                            //0
};
struct APlayerController_eventDestroyed_Parms
{
	class ASavedMove* Next;                                                   //0
	class AVehicle* DrivenVehicle;                                            //0
	class APawn* Driver;                                                      //0
};
struct APlayerController_execClientReliablePlaySound_Parms
{
	class USound* ASound;                                                     //CPF_Parm
	BITFIELD bVolumeControl : 1;                                              //CPF_Parm
};
struct APlayerController_execNotifyLanded_Parms
{
	class FVector HitNormal;                                                  //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerController_execAdjustAim_Parms
{
	struct FFireProperties FiredAmmunition;                                   //CPF_Parm
	class FVector projStart;                                                  //CPF_Parm
	INT aimerror;                                                             //CPF_Parm
	class FRotator ReturnValue;                                               //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class FVector FireDir;                                                    //0
	class FVector AimSpot;                                                    //0
	class FVector HitNormal;                                                  //0
	class FVector HitLocation;                                                //0
	class FVector OldAim;                                                     //0
	class FVector AimOffset;                                                  //0
	class AActor* BestTarget;                                                 //0
	FLOAT bestAim;                                                            //0
	FLOAT BestDist;                                                           //0
	FLOAT projSpeed;                                                          //0
	class AActor* HitActor;                                                   //0
	BITFIELD bNoZAdjust : 1;                                                  //0
	BITFIELD bLeading : 1;                                                    //0
	class FRotator AimRot;                                                    //0
};
struct APlayerController_execClientPlaySound_Parms
{
	class USound* ASound;                                                     //CPF_Parm
	BITFIELD bVolumeControl : 1;                                              //CPF_Parm
	FLOAT inAtten;                                                            //CPF_Parm
	BYTE Slot;                                                                //CPF_Parm
	FLOAT Atten;                                                              //0
};
struct APlayerController_execAllowVoiceMessage_Parms
{
	FName messagetype;                                                        //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerController_execQueueAnnouncement_Parms
{
	FName ASoundName;                                                         //CPF_Parm
	BYTE AnnouncementLevel;                                                   //CPF_Parm
	BYTE Priority;                                                            //CPF_Parm
	BYTE Switch;                                                              //CPF_Parm
};
struct APlayerController_execCustomizeAnnouncer_Parms
{
	class USound* AnnouncementSound;                                          //CPF_Parm
	class USound* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerController_execPlayAnnouncement_Parms
{
	class USound* ASound;                                                     //CPF_Parm
	BYTE AnnouncementLevel;                                                   //CPF_Parm
	BITFIELD bForce : 1;                                                      //CPF_Parm
	FLOAT Atten;                                                              //0
};
struct APlayerController_execPlayRewardAnnouncement_Parms
{
	FName AName;                                                              //CPF_Parm
	BYTE AnnouncementLevel;                                                   //CPF_Parm
	BITFIELD bForce : 1;                                                      //CPF_Parm
	FLOAT Atten;                                                              //0
	class USound* ASound;                                                     //0
};
struct APlayerController_execPlayStatusAnnouncement_Parms
{
	FName AName;                                                              //CPF_Parm
	BYTE AnnouncementLevel;                                                   //CPF_Parm
	BITFIELD bForce : 1;                                                      //CPF_Parm
	FLOAT Atten;                                                              //0
	class USound* ASound;                                                     //0
};
struct APlayerController_execUpdateRotation_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
	FLOAT maxPitch;                                                           //CPF_Parm
	class FRotator NewRotation;                                               //0
	class FRotator ViewRotation;                                              //0
};
struct APlayerController_execTurnAround_Parms
{
};
struct APlayerController_execPrecacheAnnouncements_Parms
{
};
struct APlayerController_execPlayBeepSound_Parms
{
};
struct APlayerController_eventTeamMessage_Parms
{
	class APlayerReplicationInfo* PRI;                                        //CPF_Parm
	class FString S;                                                          //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	FName Type;                                                               //CPF_Parm
	class FString C;                                                          //CPF_NeedCtorLink
};
struct APlayerController_execAllowTextToSpeech_Parms
{
	class APlayerReplicationInfo* PRI;                                        //CPF_Parm
	FName Type;                                                               //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerController_eventClientMessage_Parms
{
	class FString S;                                                          //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	FName Type;                                                               //CPF_Parm
};
struct APlayerController_eventChatRoomMessage_Parms
{
	BYTE Result;                                                              //CPF_Parm
	INT ChannelIndex;                                                         //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI;                                 //CPF_Parm
	class AVoiceChatRoom* VCR;                                                //0
	class FString str;                                                        //CPF_NeedCtorLink
};
struct APlayerController_eventReceiveLocalizedMessage_Parms
{
	class UClass* Message;                                                    //CPF_Parm
	INT Switch;                                                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_1;                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_2;                               //CPF_Parm
	class UObject* OptionalObject;                                            //CPF_Parm
};
struct APlayerController_execViewFlash_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
	class FVector goalFog;                                                    //0
	FLOAT goalscale;                                                          //0
	FLOAT Delta;                                                              //0
	FLOAT Step;                                                               //0
	class APhysicsVolume* ViewVolume;                                         //0
};
struct APlayerController_execUpdateFlashComponent_Parms
{
	FLOAT Current;                                                            //CPF_Parm
	FLOAT Step;                                                               //CPF_Parm
	FLOAT Goal;                                                               //CPF_Parm
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerController_execServerDrive_Parms
{
	FLOAT InForward;                                                          //CPF_Parm
	FLOAT InStrafe;                                                           //CPF_Parm
	FLOAT aUp;                                                                //CPF_Parm
	BITFIELD InJump : 1;                                                      //CPF_Parm
	INT View;                                                                 //CPF_Parm
	class FRotator ViewRotation;                                              //0
};
struct APlayerController_execClientStopForceFeedback_Parms
{
	class FString EffectName;                                                 //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerController_execStopForceFeedback_Parms
{
	class FString EffectName;                                                 //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerController_execClientPlayForceFeedback_Parms
{
	class FString EffectName;                                                 //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerController_execClientSetHUD_Parms
{
	class UClass* newHUDClass;                                                //CPF_Parm
	class UClass* newScoringClass;                                            //CPF_Parm
};
struct APlayerController_execClientUpdateFlagHolder_Parms
{
	class APlayerReplicationInfo* PRI;                                        //CPF_Parm
	INT i;                                                                    //CPF_Parm
};
struct APlayerController_execPawnDied_Parms
{
	class APawn* P;                                                           //CPF_Parm
};
struct APlayerController_execViewNextBot_Parms
{
};
struct APlayerController_execUnPossess_Parms
{
};
struct APlayerController_execServerAcknowledgePossession_Parms
{
	class APawn* P;                                                           //CPF_Parm
	FLOAT NewHand;                                                            //CPF_Parm
	BITFIELD bNewAutoTaunt : 1;                                               //CPF_Parm
};
struct APlayerController_execAcknowledgePossession_Parms
{
	class APawn* P;                                                           //CPF_Parm
};
struct APlayerController_execGivePawn_Parms
{
	class APawn* NewPawn;                                                     //CPF_Parm
};
struct APlayerController_execAskForPawn_Parms
{
};
struct APlayerController_execClientGotoState_Parms
{
	FName NewState;                                                           //CPF_Parm
	FName NewLabel;                                                           //CPF_Parm
};
struct APlayerController_eventInitInputSystem_Parms
{
};
struct APlayerController_execSetDodging_Parms
{
	BITFIELD Enabled : 1;                                                     //CPF_Parm
};
struct APlayerController_execDodgingIsEnabled_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerController_execClearDoubleClick_Parms
{
};
struct APlayerController_execCleanOutSavedMoves_Parms
{
	class ASavedMove* Next;                                                   //0
};
struct APlayerController_eventClientReset_Parms
{
};
struct APlayerController_execReset_Parms
{
	class AVehicle* DrivenVehicle;                                            //0
};
struct APlayerController_execSpawnDefaultHUD_Parms
{
};
struct APlayerController_execServerVerifyViewTarget_Parms
{
};
struct APlayerController_eventClientSetViewTarget_Parms
{
	class AActor* A;                                                          //CPF_Parm
	BITFIELD bNewViewTarget : 1;                                              //0
};
struct APlayerController_execHandlePickup_Parms
{
	class APickup* pick;                                                      //CPF_Parm
};
struct APlayerController_execMakeAdmin_Parms
{
};
struct APlayerController_execAddCheats_Parms
{
};
struct APlayerController_execPendingStasis_Parms
{
};
struct APlayerController_execClientCapBandwidth_Parms
{
	INT Cap;                                                                  //CPF_Parm
};
struct APlayerController_execServerGivePawn_Parms
{
};
struct APlayerController_execServerSpectateSpeed_Parms
{
	FLOAT F;                                                                  //CPF_Parm
};
struct APlayerController_execClientSetClassicView_Parms
{
};
struct APlayerController_execClientSetWeaponViewShake_Parms
{
	BITFIELD B : 1;                                                           //CPF_Parm
};
struct APlayerController_execSetSpectateSpeed_Parms
{
	FLOAT F;                                                                  //CPF_Parm
};
struct APlayerController_execToggleScreenShotMode_Parms
{
};
struct APlayerController_execKillAllPawns_Parms
{
	class UClass* aClass;                                                     //CPF_Parm
	class APawn* P;                                                           //0
};
struct APlayerController_execKillAll_Parms
{
	class UClass* aClass;                                                     //CPF_Parm
	class AActor* A;                                                          //0
	class AController* C;                                                     //0
};
struct APlayerController_eventStreamFinished_Parms
{
	INT StreamHandle;                                                         //CPF_Parm
	BYTE Reason;                                                              //CPF_Parm
	INT i;                                                                    //0
};
struct APlayerController_execTurnTowardNearestEnemy_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerController_execViewShake_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
};
struct APlayerController_execUpdateShakeRotComponent_Parms
{
	FLOAT Max;                                                                //CPF_Parm|CPF_OutParm
	INT Current;                                                              //CPF_Parm|CPF_OutParm
	FLOAT Rate;                                                               //CPF_Parm|CPF_OutParm
	FLOAT Time;                                                               //CPF_Parm|CPF_OutParm
	FLOAT dt;                                                                 //CPF_Parm
	FLOAT fCurrent;                                                           //0
};
struct APlayerController_execCheckShake_Parms
{
	FLOAT MaxOffset;                                                          //CPF_Parm|CPF_OutParm
	FLOAT offset;                                                             //CPF_Parm|CPF_OutParm
	FLOAT Rate;                                                               //CPF_Parm|CPF_OutParm
	FLOAT Time;                                                               //CPF_Parm|CPF_OutParm
	FLOAT dt;                                                                 //CPF_Parm
};
struct APlayerController_execBlendRot_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
	INT BlendC;                                                               //CPF_Parm
	INT NewC;                                                                 //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerController_eventPlayerCalcView_Parms
{
	class AActor* ViewActor;                                                  //CPF_Parm|CPF_OutParm
	class FVector CameraLocation;                                             //CPF_Parm|CPF_OutParm
	class FRotator CameraRotation;                                            //CPF_Parm|CPF_OutParm
	class APawn* PTarget;                                                     //0
};
struct APlayerController_execCacheCalcView_Parms
{
	class AActor* ViewActor;                                                  //CPF_Parm
	class FVector CameraLocation;                                             //CPF_Parm
	class FRotator CameraRotation;                                            //CPF_Parm
};
struct APlayerController_execGetPathTo_Parms
{
	class AActor* Dest;                                                       //CPF_Parm
	class AActor* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
	class AActor* Best;                                                       //0
	class FVector Dir;                                                        //0
};
struct APlayerController_execServerShortTimeout_Parms
{
	class AActor* A;                                                          //0
};
struct APlayerController_execResetTimeMargin_Parms
{
};
struct APlayerController_eventKickWarning_Parms
{
};
struct APlayerController_execBeyondViewDistance_Parms
{
	class FVector OtherLocation;                                              //CPF_Parm
	FLOAT CullDistance;                                                       //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	FLOAT dist;                                                               //0
};
struct APlayerController_eventPostBeginPlay_Parms
{
	class UClass* PlayerChatClass;                                            //0
};
struct APlayerController_execServerGetWeaponStats_Parms
{
	class AWeapon* W;                                                         //CPF_Parm
};
struct APlayerController_execGetWeaponStats_Parms
{
};
struct APlayerController_eventClientHearSound_Parms
{
	class AActor* Actor;                                                      //CPF_Parm
	INT Id;                                                                   //CPF_Parm
	class USound* S;                                                          //CPF_Parm
	class FVector SoundLocation;                                              //CPF_Parm
	class FVector Parameters;                                                 //CPF_Parm
	BITFIELD Attenuate : 1;                                                   //CPF_Parm
};
struct APlayerController_execFindStairRotation_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerController_execGetViewRotation_Parms
{
	class FRotator ReturnValue;                                               //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerController_execCreateCameraEffect_Parms
{
	class UClass* EffectClass;                                                //CPF_Parm
};
struct APlayerController_eventRemoveCameraEffect_Parms
{
	class UCameraEffect* ExEffect;                                            //CPF_Parm
	INT EffectIndex;                                                          //0
};
struct APlayerController_eventAddCameraEffect_Parms
{
	class UCameraEffect* NewEffect;                                           //CPF_Parm
	BITFIELD RemoveExisting : 1;                                              //CPF_Parm
};
struct APlayerController_execCalcFirstPersonView_Parms
{
	class FVector CameraLocation;                                             //CPF_Parm|CPF_OutParm
	class FRotator CameraRotation;                                            //CPF_Parm|CPF_OutParm
	class FVector X;                                                          //0
	class FVector Y;                                                          //0
	class FVector Z;                                                          //0
	class FVector AmbShakeOffset;                                             //0
	class FRotator AmbShakeRot;                                               //0
	FLOAT FalloffScaling;                                                     //0
};
struct APlayerController_eventServerValidationResponse_Parms
{
	class FString R;                                                          //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerController_eventClientValidate_Parms
{
	class FString C;                                                          //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerController_execPasteFromClipboard_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct APlayerController_execCopyToClipboard_Parms
{
	class FString Text;                                                       //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerController_execGetDefaultURL_Parms
{
	class FString Option;                                                     //CPF_Parm|CPF_NeedCtorLink
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct APlayerController_execGetURLProtocol_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct APlayerController_eventClientTravel_Parms
{
	class FString URL;                                                        //CPF_Parm|CPF_NeedCtorLink
	BYTE TravelType;                                                          //CPF_Parm
	BITFIELD bItems : 1;                                                      //CPF_Parm
};
struct APlayerController_execResetKeyboard_Parms
{
};
struct APlayerController_execGetEntryLevel_Parms
{
	class ALevelInfo* ReturnValue;                                            //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerController_execConsoleCommand_Parms
{
	class FString Command;                                                    //CPF_Parm|CPF_NeedCtorLink
	BITFIELD bWriteToLog : 1;                                                 //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct APlayerController_execGetServerNetworkAddress_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct APlayerController_execGetPlayerNetworkAddress_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct APlayerController_execChangedWeapon_Parms
{
};
struct APlayerController_execServerToggleBehindView_Parms
{
	BITFIELD B : 1;                                                           //0
};
struct APlayerController_execToggleBehindView_Parms
{
};
struct APlayerController_execBehindView_Parms
{
	BITFIELD B : 1;                                                           //CPF_Parm
};
struct APlayerController_execRestart_Parms
{
};
struct APlayerController_eventSetProgressTime_Parms
{
	FLOAT t;                                                                  //CPF_Parm
};
struct APlayerController_eventSetProgressMessage_Parms
{
	INT Index;                                                                //CPF_Parm
	class FString S;                                                          //CPF_Parm|CPF_NeedCtorLink
	class FColor C;                                                           //CPF_Parm
};
struct APlayerController_execClearProgressMessages_Parms
{
	INT i;                                                                    //0
};
struct APlayerController_eventProgressCommand_Parms
{
	class FString Cmd;                                                        //CPF_Parm|CPF_NeedCtorLink
	class FString Msg1;                                                       //CPF_Parm|CPF_NeedCtorLink
	class FString Msg2;                                                       //CPF_Parm|CPF_NeedCtorLink
	class FString C;                                                          //CPF_NeedCtorLink
	class FString V;                                                          //CPF_NeedCtorLink
};
struct APlayerController_execSwitchLevel_Parms
{
	class FString URL;                                                        //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerController_execServerChangeTeam_Parms
{
	INT N;                                                                    //CPF_Parm
	class ATeamInfo* OldTeam;                                                 //0
};
struct APlayerController_execChangeTeam_Parms
{
	INT N;                                                                    //CPF_Parm
};
struct APlayerController_execSwitchTeam_Parms
{
};
struct APlayerController_execChangeName_Parms
{
	class FString S;                                                          //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
};
struct APlayerController_execChangeVoiceType_Parms
{
	class FString NewVoiceType;                                               //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerController_execSetVoice_Parms
{
	class FString S;                                                          //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
};
struct APlayerController_execSetName_Parms
{
	class FString S;                                                          //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
};
struct APlayerController_execPrevItem_Parms
{
	class AInventory* Inv;                                                    //0
	class APowerups* LastItem;                                                //0
};
struct APlayerController_execGetWeapon_Parms
{
	class UClass* NewWeaponClass;                                             //CPF_Parm
	class AInventory* Inv;                                                    //0
	INT Count;                                                                //0
};

// *****************************************************************************
// APlayerController (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT APlayerController : public AController
{
public:
	class UPlayer* Player;                                                    //0
	BITFIELD bLookUpStairs : 1;                                               //CPF_Config|CPF_GlobalConfig
	BITFIELD bSnapToLevel : 1;                                                //CPF_Config|CPF_GlobalConfig
	BITFIELD bAlwaysMouseLook : 1;                                            //CPF_Config|CPF_GlobalConfig
	BITFIELD bKeyboardLook : 1;                                               //CPF_Config|CPF_GlobalConfig
	BITFIELD bCenterView : 1;                                                 //0
	BITFIELD bBehindView : 1;                                                 //0
	BITFIELD bFrozen : 1;                                                     //0
	BITFIELD bPressedJump : 1;                                                //0
	BITFIELD bDoubleJump : 1;                                                 //0
	BITFIELD bUpdatePosition : 1;                                             //0
	BITFIELD bIsTyping : 1;                                                   //0
	BITFIELD bFixedCamera : 1;                                                //0
	BITFIELD bJumpStatus : 1;                                                 //0
	BITFIELD bUpdating : 1;                                                   //0
	BITFIELD bNeverSwitchOnPickup : 1;                                        //CPF_Config|CPF_GlobalConfig
	BITFIELD bHideSpectatorBeacons : 1;                                       //0
	BITFIELD bZooming : 1;                                                    //0
	BITFIELD bHideVehicleNoEntryIndicator : 1;                                //0
	BITFIELD bAlwaysLevel : 1;                                                //CPF_Config|CPF_GlobalConfig
	BITFIELD bSetTurnRot : 1;                                                 //0
	BITFIELD bCheatFlying : 1;                                                //0
	BITFIELD bFreeCamera : 1;                                                 //0
	BITFIELD bZeroRoll : 1;                                                   //0
	BITFIELD bCameraPositionLocked : 1;                                       //0
	BITFIELD bViewBot : 1;                                                    //0
	BITFIELD UseFixedVisibility : 1;                                          //0
	BITFIELD bFreeCam : 1;                                                    //0
	BITFIELD bFreeCamZoom : 1;                                                //0
	BITFIELD bFreeCamSwivel : 1;                                              //0
	BITFIELD bBlockCloseCamera : 1;                                           //0
	BITFIELD bValidBehindCamera : 1;                                          //0
	BITFIELD bForcePrecache : 1;                                              //0
	BITFIELD bClientDemo : 1;                                                 //0
	BITFIELD bAllActorsRelevant : 1;                                          //0
	BITFIELD bShortConnectTimeOut : 1;                                        //0
	BITFIELD bPendingDestroy : 1;                                             //0
	BITFIELD bEnableAmbientShake : 1;                                         //0
	BITFIELD bNoVoiceMessages : 1;                                            //CPF_Config|CPF_GlobalConfig
	BITFIELD bNoTextToSpeechVoiceMessages : 1;                                //CPF_Config|CPF_GlobalConfig
	BITFIELD bNoVoiceTaunts : 1;                                              //CPF_Config|CPF_GlobalConfig
	BITFIELD bNoAutoTaunts : 1;                                               //CPF_Config|CPF_GlobalConfig
	BITFIELD bAutoTaunt : 1;                                                  //CPF_Config|CPF_GlobalConfig
	BITFIELD bNoMatureLanguage : 1;                                           //CPF_Config|CPF_GlobalConfig
	BITFIELD bDynamicNetSpeed : 1;                                            //CPF_Config|CPF_GlobalConfig
	BITFIELD bSmallWeapons : 1;                                               //CPF_Config|CPF_GlobalConfig
	BITFIELD bWeaponViewShake : 1;                                            //0
	BITFIELD bLandingShake : 1;                                               //CPF_Config|CPF_GlobalConfig
	BITFIELD bAimingHelp : 1;                                                 //CPF_Config|CPF_GlobalConfig
	BITFIELD bEnablePickupForceFeedback : 1;                                  //CPF_Edit|CPF_Config|CPF_GlobalConfig
	BITFIELD bEnableWeaponForceFeedback : 1;                                  //CPF_Edit|CPF_Config|CPF_GlobalConfig
	BITFIELD bEnableDamageForceFeedback : 1;                                  //CPF_Edit|CPF_Config|CPF_GlobalConfig
	BITFIELD bEnableGUIForceFeedback : 1;                                     //CPF_Edit|CPF_Config|CPF_GlobalConfig
	BITFIELD bForceFeedbackSupported : 1;                                     //CPF_Edit
	BITFIELD bVoiceChatEnabled : 1;                                           //CPF_Edit
	BITFIELD bEnableInitialChatRoom : 1;                                      //CPF_Edit|CPF_Config|CPF_GlobalConfig
	BITFIELD bViewingMatineeCinematic : 1;                                    //0
	BITFIELD bCustomListener : 1;                                             //0
	BITFIELD bAcuteHearing : 1;                                               //0
	BITFIELD bMenuBeforeRespawn : 1;                                          //0
	BITFIELD bSkippedLastUpdate : 1;                                          //0
	BITFIELD bLastPressedJump : 1;                                            //0
	BITFIELD bEnableStatsTracking : 1;                                        //CPF_Config|CPF_GlobalConfig
	BITFIELD bOnlySpeakTeamText : 1;                                          //CPF_Config|CPF_GlobalConfig
	BITFIELD bWasSpeedHack : 1;                                               //0
	BITFIELD bIsSpaceFighter : 1;                                             //0
	BITFIELD bWasSaturated : 1;                                               //0
	FLOAT FOVBias;                                                            //0
	BYTE AutoJoinMask;                                                        //CPF_Edit|CPF_Config|CPF_GlobalConfig
	BYTE bStrafe;                                                             //CPF_Input
	BYTE bSnapLevel;                                                          //CPF_Input
	BYTE bLook;                                                               //CPF_Input
	BYTE bFreeLook;                                                           //CPF_Input
	BYTE bTurn180;                                                            //CPF_Input
	BYTE bTurnToNearest;                                                      //CPF_Input
	BYTE bXAxis;                                                              //CPF_Input
	BYTE bYAxis;                                                              //CPF_Input
	BYTE DoubleClickDir;                                                      //0
	BYTE AnnouncerLevel;                                                      //CPF_Config|CPF_GlobalConfig
	BYTE AnnouncerVolume;                                                     //CPF_Config|CPF_GlobalConfig
	FLOAT TextToSpeechVoiceVolume;                                            //CPF_Config|CPF_GlobalConfig
	FLOAT MaxResponseTime;                                                    //0
	FLOAT WaitDelay;                                                          //0
	class APawn* AcknowledgedPawn;                                            //0
	FLOAT aBaseX;                                                             //CPF_Input
	FLOAT aBaseY;                                                             //CPF_Input
	FLOAT aBaseZ;                                                             //CPF_Input
	FLOAT aMouseX;                                                            //CPF_Input
	FLOAT aMouseY;                                                            //CPF_Input
	FLOAT aForward;                                                           //CPF_Input
	FLOAT aTurn;                                                              //CPF_Input
	FLOAT aStrafe;                                                            //CPF_Input
	FLOAT aUp;                                                                //CPF_Input
	FLOAT aLookUp;                                                            //CPF_Input
	FLOAT aLastForward;                                                       //0
	FLOAT aLastStrafe;                                                        //0
	FLOAT aLastUp;                                                            //0
	FLOAT NumServerDrives;                                                    //0
	FLOAT NumSkips;                                                           //0
	FLOAT VehicleCheckRadius;                                                 //0
	BITFIELD bSuccessfulUse : 1;                                              //0
	INT ShowFlags;                                                            //0
	INT Misc1;                                                                //0
	INT Misc2;                                                                //0
	INT RendMap;                                                              //0
	FLOAT OrthoZoom;                                                          //0
	class AActor* ViewTarget;                                                 //0
	class AController* RealViewTarget;                                        //0
	class APlayerController* DemoViewer;                                      //0
	FLOAT CameraDist;                                                         //0
	class FRange CameraDistRange;                                             //0
	class FVector OldCameraLoc;                                               //0
	class FRotator OldCameraRot;                                              //0
	TArray<class UCameraEffect*> CameraEffects;                               //CPF_Transient|CPF_NeedCtorLink
	FLOAT DesiredFOV;                                                         //CPF_Config|CPF_GlobalConfig
	FLOAT DefaultFOV;                                                         //CPF_Config|CPF_GlobalConfig
	FLOAT ZoomLevel;                                                          //0
	FLOAT DesiredZoomLevel;                                                   //0
	class FVector ListenerLocation;                                           //0
	class FRotator ListenerRotation;                                          //0
	class FVector FixedLocation;                                              //0
	class FRotator FixedRotation;                                             //0
	class FMatrix RenderWorldToCamera;                                        //0
	class FVector FlashScale;                                                 //0
	class FVector FlashFog;                                                   //0
	FLOAT ConstantGlowScale;                                                  //0
	class FVector ConstantGlowFog;                                            //0
	FLOAT ScreenFlashScaling;                                                 //CPF_Config|CPF_GlobalConfig
	class FColor LastDistanceFogColor;                                        //0
	FLOAT LastDistanceFogStart;                                               //0
	FLOAT LastDistanceFogEnd;                                                 //0
	FLOAT CurrentDistanceFogEnd;                                              //0
	FLOAT TimeSinceLastFogChange;                                             //0
	INT LastZone;                                                             //0
	class FRotator TargetViewRotation;                                        //CPF_Net
	class FRotator BlendedTargetViewRotation;                                 //0
	FLOAT TargetEyeHeight;                                                    //CPF_Net
	class FVector TargetWeaponViewOffset;                                     //0
	class AHUD* myHUD;                                                        //0
	FLOAT LastPlaySound;                                                      //0
	FLOAT LastPlaySpeech;                                                     //0
	class FString Song;                                                       //CPF_NeedCtorLink
	BYTE Transition;                                                          //0
	class ASavedMove* SavedMoves;                                             //0
	class ASavedMove* FreeMoves;                                              //0
	class ASavedMove* PendingMove;                                            //0
	FLOAT CurrentTimeStamp;                                                   //0
	FLOAT LastUpdateTime;                                                     //0
	FLOAT ServerTimeStamp;                                                    //0
	FLOAT TimeMargin;                                                         //0
	FLOAT ClientUpdateTime;                                                   //0
	FLOAT MaxTimeMargin;                                                      //0
	FLOAT TimeMarginSlack;                                                    //CPF_Config|CPF_GlobalConfig
	class AWeapon* OldClientWeapon;                                           //0
	INT WeaponUpdate;                                                         //0
	class FString ProgressMessage[4];                                         //CPF_NeedCtorLink
	class FColor ProgressColor[4];                                            //0
	FLOAT ProgressTimeOut;                                                    //0
	class FString QuickSaveString;                                            //CPF_Localized|CPF_NeedCtorLink
	class FString NoPauseMessage;                                             //CPF_Localized|CPF_NeedCtorLink
	class FString ViewingFrom;                                                //CPF_Localized|CPF_NeedCtorLink
	class FString OwnCamera;                                                  //CPF_Localized|CPF_NeedCtorLink
	class AGameReplicationInfo* GameReplicationInfo;                          //CPF_Net
	class AVoiceChatReplicationInfo* VoiceReplicationInfo;                    //CPF_Net
	class AVotingReplicationInfoBase* VoteReplicationInfo;                    //0
	class FString StatsUsername;                                              //CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	class FString StatsPassword;                                              //CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	class UClass* LocalMessageClass;                                          //0
	class UClass* ChatRoomMessageClass;                                       //CPF_Edit
	class FVector ShakeOffsetRate;                                            //0
	class FVector ShakeOffset;                                                //0
	class FVector ShakeOffsetTime;                                            //0
	class FVector ShakeOffsetMax;                                             //0
	class FVector ShakeRotRate;                                               //0
	class FVector ShakeRotMax;                                                //0
	class FRotator ShakeRot;                                                  //0
	class FVector ShakeRotTime;                                               //0
	FLOAT AmbientShakeFalloffStartTime;                                       //0
	FLOAT AmbientShakeFalloffTime;                                            //0
	class FVector AmbientShakeOffsetMag;                                      //0
	FLOAT AmbientShakeOffsetFreq;                                             //0
	class FRotator AmbientShakeRotMag;                                        //0
	FLOAT AmbientShakeRotFreq;                                                //0
	class APawn* TurnTarget;                                                  //0
	INT EnemyTurnSpeed;                                                       //CPF_Config
	INT GroundPitch;                                                          //0
	class FRotator TurnRot180;                                                //0
	class FVector OldFloor;                                                   //0
	class UCheatManager* CheatManager;                                        //CPF_Transient
	class UClass* CheatClass;                                                 //0
	class UPlayerInput* PlayerInput;                                          //CPF_Transient
	class UClass* InputClass;                                                 //CPF_Config
	class UAdminBase* AdminManager;                                           //CPF_Transient
	class AMaplistManagerBase* MapHandler;                                    //CPF_Transient
	class FString PlayerChatType;                                             //CPF_NeedCtorLink
	class APlayerChatManager* ChatManager;                                    //CPF_Net
	class FVector FailedPathStart;                                            //0
	class FRotator CameraDeltaRotation;                                       //0
	FLOAT CameraDeltaRad;                                                     //0
	class FRotator CameraSwivel;                                              //0
	FLOAT TeamBeaconMaxDist;                                                  //CPF_Edit
	FLOAT TeamBeaconPlayerInfoMaxDist;                                        //CPF_Edit
	class UTexture* TeamBeaconTexture;                                        //CPF_Edit
	class UTexture* LinkBeaconTexture;                                        //CPF_Edit
	class UTexture* SpeakingBeaconTexture;                                    //CPF_Edit
	class FColor TeamBeaconTeamColors[2];                                     //CPF_Edit
	class FColor TeamBeaconCustomColor;                                       //CPF_Edit
	TArray<struct FPlayerNameInfo> PlayerNameArray;                           //CPF_NeedCtorLink
	INT DemoViewPitch;                                                        //CPF_Net
	INT DemoViewYaw;                                                          //CPF_Net
	class ASecurity* PlayerSecurity;                                          //0
	FLOAT LoginDelay;                                                         //CPF_Net
	FLOAT NextLoginTime;                                                      //0
	FLOAT ForcePrecacheTime;                                                  //0
	FLOAT LastPingUpdate;                                                     //0
	FLOAT ExactPing;                                                          //0
	FLOAT OldPing;                                                            //0
	FLOAT SpectateSpeed;                                                      //0
	FLOAT DynamicPingThreshold;                                               //CPF_Config|CPF_GlobalConfig
	FLOAT NextSpeedChange;                                                    //0
	FLOAT VoiceChangeLimit;                                                   //0
	INT ClientCap;                                                            //0
	class FString MidGameMenuClass;                                           //CPF_Edit|CPF_Config|CPF_NeedCtorLink
	class FString DemoMenuClass;                                              //CPF_Edit|CPF_Config|CPF_NeedCtorLink
	class FString AdminMenuClass;                                             //CPF_Edit|CPF_Config|CPF_NeedCtorLink
	class FString ChatPasswordMenuClass;                                      //CPF_Edit|CPF_Config|CPF_NeedCtorLink
	TArray<struct FStoredChatPassword> StoredChatPasswords;                   //CPF_Edit|CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	class AVoiceChatRoom* ActiveRoom;                                         //0
	class FString LastActiveChannel;                                          //CPF_Edit|CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	class FString VoiceChatCodec;                                             //CPF_Edit|CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	class FString VoiceChatLANCodec;                                          //CPF_Edit|CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	class FString ChatPassword;                                               //CPF_Edit|CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	class FString DefaultActiveChannel;                                       //CPF_Edit|CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	struct FClientAdjustment PendingAdjustment;                               //0
	class AAnnouncerQueueManager* AnnouncerQueueManager;                      //0
	class AAnnouncerVoice* StatusAnnouncer;                                   //0
	class AAnnouncerVoice* RewardAnnouncer;                                   //0
	FLOAT LastActiveTime;                                                     //0
	class AActor* CalcViewActor;                                              //0
	class FVector CalcViewActorLocation;                                      //0
	class FVector CalcViewLocation;                                           //0
	class FRotator CalcViewRotation;                                          //0
	FLOAT LastPlayerCalcView;                                                 //0
	FLOAT LastBroadcastTime;                                                  //0
	class FString LastBroadcastString[4];                                     //CPF_NeedCtorLink
	FLOAT LastSpeedHackLog;                                                   //0
	class FString PlayerOwnerName;                                            //CPF_NeedCtorLink
	virtual ~APlayerController();
	virtual INT * GetOptimizedRepList(BYTE *, struct FPropertyRetirement *, INT *, class UPackageMap *, class UActorChannel *);
	virtual INT Tick(FLOAT, enum ELevelTick);
	virtual void CleanupSubObjects();
	virtual INT IsNetRelevantFor(class APlayerController *, class AActor *, class FVector);
	virtual class APlayerController * GetAPlayerController();
	virtual void CheckHearSound(class AActor *, INT, class USound *, class FVector, FLOAT, INT);
	virtual class AActor * GetViewTarget();
	virtual INT LocalPlayerController();
	virtual INT WantsLedgeCheck();
	virtual INT StopAtLedge();
	virtual void PostRender(class FSceneNode *);
	APlayerController(class APlayerController const &);
	APlayerController();
	static void CDECL InternalConstructor(void *);
	void SetPlayer(class UPlayer *);
	static class UClass * CDECL StaticClass();
	void eventAddCameraEffect(class UCameraEffect *, DWORD);
	void eventChatRoomMessage(BYTE, INT, class APlayerReplicationInfo *);
	void eventClientCloseMenu(DWORD, DWORD);
	void eventClientHearSound(class AActor *, INT, class USound *, class FVector, class FVector, DWORD);
	void eventClientMessage(class FString const &, class FName);
	void eventClientNetworkMessage(class FString const &, class FString const &);
	void eventClientOpenMenu(class FString const &, DWORD, class FString const &, class FString const &);
	void eventClientReplaceMenu(class FString const &, DWORD, class FString const &, class FString const &);
	void eventClientReset();
	void eventClientSetViewTarget(class AActor *);
	void eventClientTravel(class FString const &, BYTE, DWORD);
	void eventClientValidate(class FString const &);
	void eventInitInputSystem();
	void eventKickWarning();
	void eventPlayerCalcView(class AActor * &, class FVector &, class FRotator &);
	void eventPlayerTick(FLOAT);
	void eventPreClientTravel();
	void eventProgressCommand(class FString const &, class FString const &, class FString const &);
	void eventReceiveLocalizedMessage(class UClass *, INT, class APlayerReplicationInfo *, class APlayerReplicationInfo *, class UObject *);
	void eventRemoveCameraEffect(class UCameraEffect *);
	void eventSendClientAdjustment();
	void eventServerValidationResponse(class FString const &);
	void eventSetAmbientShake(FLOAT, FLOAT, class FVector, FLOAT, class FRotator, FLOAT);
	void eventSetProgressMessage(INT, class FString const &, class FColor);
	void eventSetProgressTime(FLOAT);
	void eventShakeViewEvent(class FVector, class FVector, FLOAT, class FVector, class FVector, FLOAT);
	void eventStartClientDemoRec();
	void eventStreamFinished(INT, BYTE);
	void eventTeamMessage(class APlayerReplicationInfo *, class FString const &, class FName);
	void eventUnPressButtons();
	void eventVoiceCommand(class FString const &, class FString const &);
	void execCheckSpeedHack(struct FFrame &, void * const);
	void execClientHearSound(struct FFrame &, void * const);
	void execClientTravel(struct FFrame &, void * const);
	void execClientValidate(struct FFrame &, void * const);
	void execConsoleCommand(struct FFrame &, void * const);
	void execCopyToClipboard(struct FFrame &, void * const);
	void execFindStairRotation(struct FFrame &, void * const);
	void execGetDefaultURL(struct FFrame &, void * const);
	void execGetEntryLevel(struct FFrame &, void * const);
	void execGetPlayerIDHash(struct FFrame &, void * const);
	void execGetPlayerNetworkAddress(struct FFrame &, void * const);
	void execGetServerNetworkAddress(struct FFrame &, void * const);
	void execGetURLProtocol(struct FFrame &, void * const);
	void execPasteFromClipboard(struct FFrame &, void * const);
	void execResetInput(struct FFrame &, void * const);
	void execResetKeyboard(struct FFrame &, void * const);
	void execServerValidationResponse(struct FFrame &, void * const);
	void execSetNetSpeed(struct FFrame &, void * const);
	void execSetViewTarget(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class APlayerController & operator=(class APlayerController const &);
private:
	static class UClass PrivateStaticClass();
};

// -----------------------------------------------------------------------------
// Activated ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT Activated
{
};
struct APowerups_execGetLocalString_Parms
{
	INT Switch;                                                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_1;                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_2;                               //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct APowerups_execActivate_Parms
{
};
struct APowerups_execSelectNext_Parms
{
	class APowerups* ReturnValue;                                             //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APowerups_execUsedUp_Parms
{
};
struct APowerups_execFireEffect_Parms
{
};
struct APowerups_execUseCharge_Parms
{
	FLOAT Amount;                                                             //CPF_Parm
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APowerups_execHandlePickupQuery_Parms
{
	class APickup* Item;                                                      //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APowerups_execPickupFunction_Parms
{
	class APawn* Other;                                                       //CPF_Parm
};
struct APowerups_eventTravelPreAccept_Parms
{
};

// *****************************************************************************
// APowerups (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT APowerups : public AInventory
{
public:
	INT NumCopies;                                                            //CPF_Net|CPF_Travel
	BITFIELD bCanHaveMultipleCopies : 1;                                      //CPF_Edit
	BITFIELD bAutoActivate : 1;                                               //CPF_Edit
	BITFIELD bActivatable : 1;                                                //CPF_Edit|CPF_Net
	BITFIELD bActive : 1;                                                     //CPF_Net|CPF_Travel
	class FString ExpireMessage;                                              //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class USound* ActivateSound;                                              //CPF_Edit
	class USound* DeActivateSound;                                            //CPF_Edit
	virtual ~APowerups();
	virtual INT * GetOptimizedRepList(BYTE *, struct FPropertyRetirement *, INT *, class UPackageMap *, class UActorChannel *);
	APowerups(class APowerups const &);
	APowerups();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class APowerups & operator=(class APowerups const &);
private:
	static class UClass PrivateStaticClass();
};

// -----------------------------------------------------------------------------
// Disabled ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT Disabled
{
};

// -----------------------------------------------------------------------------
// Sleeping ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT Sleeping
{
};

// -----------------------------------------------------------------------------
// WaitingForMatch ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT WaitingForMatch
{
};

// -----------------------------------------------------------------------------
// FadeOut ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FadeOut
{
};

// -----------------------------------------------------------------------------
// Pickup ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT Pickup
{
};

// -----------------------------------------------------------------------------
// FallingPickup ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FallingPickup
{
};
struct APickup_execBotDesireability_Parms
{
	class APawn* Bot;                                                         //CPF_Parm
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class AInventory* AlreadyHas;                                             //0
	FLOAT desire;                                                             //0
};
struct APickup_execDetourWeight_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	FLOAT PathWeight;                                                         //CPF_Parm
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APickup_execTransmogrify_Parms
{
	class UClass* NewClass;                                                   //CPF_Parm
	class APickup* ReturnValue;                                               //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class APickup* NewPickup;                                                 //0
};
struct APickup_execRespawnEffect_Parms
{
};
struct APickup_execIsSuperItem_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APickup_execGetHumanReadableName_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct APickup_execDestroyed_Parms
{
};
struct APickup_execStaticPrecache_Parms
{
	class ALevelInfo* L;                                                      //CPF_Parm
};
struct APickup_execStartSleeping_Parms
{
};
struct APickup_execSpawnCopy_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	class AInventory* ReturnValue;                                            //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class AInventory* Copy;                                                   //0
};
struct APickup_execReset_Parms
{
};
struct APickup_execUpdateHUD_Parms
{
	class AHUD* H;                                                            //CPF_Parm
};
struct APickup_execReadyToPickup_Parms
{
	FLOAT MaxWait;                                                            //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APickup_execInitDroppedPickupFor_Parms
{
	class AInventory* Inv;                                                    //CPF_Parm
};
struct APickup_execGetRespawnTime_Parms
{
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APickup_eventLanded_Parms
{
	class FVector HitNormal;                                                  //CPF_Parm
};
struct APickup_execRemoveFromNavigation_Parms
{
};
struct APickup_execAddToNavigation_Parms
{
};
struct APickup_execGetLocalString_Parms
{
	INT Switch;                                                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_1;                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_2;                               //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct APickup_execSetRespawn_Parms
{
};
struct APickup_execAnnouncePickup_Parms
{
	class APawn* Receiver;                                                    //CPF_Parm
};

// *****************************************************************************
// APickup (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT APickup : public AActor
{
public:
	FLOAT MaxDesireability;                                                   //0
	class AInventorySpot* myMarker;                                           //0
	class ANavigationPoint* PickupCache;                                      //0
	class UClass* InventoryType;                                              //CPF_Edit
	BITFIELD bInstantRespawn : 1;                                             //CPF_Edit
	BITFIELD bOnlyReplicateHidden : 1;                                        //0
	BITFIELD bAmbientGlow : 1;                                                //CPF_Edit
	BITFIELD bDropped : 1;                                                    //0
	BITFIELD bPredictRespawns : 1;                                            //0
	FLOAT RespawnTime;                                                        //CPF_Edit
	FLOAT RespawnEffectTime;                                                  //0
	class FString PickupMessage;                                              //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class USound* PickupSound;                                                //CPF_Edit
	class FString PickupForce;                                                //CPF_Edit|CPF_NeedCtorLink
	class AxPickUpBase* PickUpBase;                                           //CPF_Edit
	class AController* TeamOwner[4];                                          //0
	virtual ~APickup();
	virtual INT * GetOptimizedRepList(BYTE *, struct FPropertyRetirement *, INT *, class UPackageMap *, class UActorChannel *);
	virtual INT AddMyMarker(class AActor *);
	virtual void ClearMarker();
	virtual void CheckForErrors();
	APickup(class APickup const &);
	APickup();
	INT BlockedByVehicle();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	void execAddToNavigation(struct FFrame &, void * const);
	void execRemoveFromNavigation(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class APickup & operator=(class APickup const &);
private:
	static class UClass PrivateStaticClass();
};

enum ETriggerType{
	 TT_PlayerProximity=0
	,TT_PawnProximity=1
	,TT_ClassProximity=2
	,TT_AnyProximity=3
	,TT_Shoot=4
	,TT_HumanPlayerProximity=5
	,TT_LivePlayerProximity=6
};

// -----------------------------------------------------------------------------
// OtherTriggerTurnsOff ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT OtherTriggerTurnsOff
{
};

// -----------------------------------------------------------------------------
// OtherTriggerTurnsOn ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT OtherTriggerTurnsOn
{
};

// -----------------------------------------------------------------------------
// OtherTriggerToggles ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT OtherTriggerToggles
{
};

// -----------------------------------------------------------------------------
// NormalTrigger ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT NormalTrigger
{
};
struct ATrigger_execUnTouch_Parms
{
	class AActor* Other;                                                      //CPF_Parm
};
struct ATrigger_execTakeDamage_Parms
{
	INT Damage;                                                               //CPF_Parm
	class APawn* instigatedBy;                                                //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
	class FVector Momentum;                                                   //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
};
struct ATrigger_execTimer_Parms
{
	BITFIELD bKeepTiming : 1;                                                 //0
	class AActor* A;                                                          //0
};
struct ATrigger_execTouch_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	INT i;                                                                    //0
};
struct ATrigger_execFindInstigator_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class AActor* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ATrigger_execIsRelevant_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class AActor* Inst;                                                       //0
};
struct ATrigger_execCheckTouchList_Parms
{
	class AActor* A;                                                          //0
};
struct ATrigger_execSpecialHandling_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	class AActor* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class AActor* A;                                                          //0
};
struct ATrigger_execFindTriggerActor_Parms
{
	class AActor* A;                                                          //0
};
struct ATrigger_execReset_Parms
{
};
struct ATrigger_execPostBeginPlay_Parms
{
};
struct ATrigger_execPreBeginPlay_Parms
{
};
struct ATrigger_execSelfTriggered_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ATrigger_execPlayerToucherDied_Parms
{
	class APawn* P;                                                           //CPF_Parm
};

// *****************************************************************************
// ATrigger (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ATrigger : public ATriggers
{
public:
	BYTE TriggerType;                                                         //CPF_Edit
	class FString Message;                                                    //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	BITFIELD bTriggerOnceOnly : 1;                                            //CPF_Edit
	BITFIELD bInitiallyActive : 1;                                            //CPF_Edit
	class UClass* ClassProximityType;                                         //CPF_Edit
	FLOAT RepeatTriggerTime;                                                  //CPF_Edit
	FLOAT ReTriggerDelay;                                                     //CPF_Edit
	FLOAT TriggerTime;                                                        //0
	FLOAT DamageThreshold;                                                    //CPF_Edit
	class AActor* TriggerActor;                                               //0
	class AActor* TriggerActor2;                                              //0
	BITFIELD bSavedInitialCollision : 1;                                      //0
	BITFIELD bSavedInitialActive : 1;                                         //0
	virtual ~ATrigger();
	ATrigger(class ATrigger const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class ATrigger & operator=(class ATrigger const &);
protected:
	ATrigger();
private:
	static class UClass PrivateStaticClass();
};
struct AZoneInfo_eventActorLeaving_Parms
{
	class AActor* Other;                                                      //CPF_Parm
};
struct AZoneInfo_eventActorEntered_Parms
{
	class AActor* Other;                                                      //CPF_Parm
};
struct AZoneInfo_execPreBeginPlay_Parms
{
};
struct AZoneInfo_execLinkToSkybox_Parms
{
	class ASkyZoneInfo* TempSkyZone;                                          //0
};
struct AZoneInfo_execZoneActors_Parms
{
	class UClass* baseClass;                                                  //CPF_Parm
	class AActor* Actor;                                                      //CPF_Parm|CPF_OutParm
};

// *****************************************************************************
// AZoneInfo (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AZoneInfo : public AInfo
{
public:
	class ASkyZoneInfo* SkyZone;                                              //0
	FName ZoneTag;                                                            //CPF_Edit
	class FString LocationName;                                               //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	FLOAT KillZ;                                                              //CPF_Edit
	BYTE KillZType;                                                           //CPF_Edit
	BITFIELD bSoftKillZ : 1;                                                  //CPF_Edit
	BITFIELD bTerrainZone : 1;                                                //CPF_Edit
	BITFIELD bDistanceFog : 1;                                                //CPF_Edit
	BITFIELD bClearToFogColor : 1;                                            //CPF_Edit
	TArray<class ATerrainInfo*> Terrains;                                     //CPF_NeedCtorLink
	class FVector AmbientVector;                                              //0
	BYTE AmbientBrightness;                                                   //CPF_Edit
	BYTE AmbientHue;                                                          //CPF_Edit
	BYTE AmbientSaturation;                                                   //CPF_Edit
	class FColor DistanceFogColor;                                            //CPF_Edit
	FLOAT DistanceFogStart;                                                   //CPF_Edit
	FLOAT DistanceFogEnd;                                                     //CPF_Edit
	FLOAT RealDistanceFogEnd;                                                 //CPF_Transient
	FLOAT DistanceFogEndMin;                                                  //CPF_Edit
	FLOAT DistanceFogBlendTime;                                               //CPF_Edit
	class UTexture* EnvironmentMap;                                           //CPF_Edit
	FLOAT TexUPanSpeed;                                                       //CPF_Edit
	FLOAT TexVPanSpeed;                                                       //CPF_Edit
	FLOAT DramaticLightingScale;                                              //CPF_Edit
	class UI3DL2Listener* ZoneEffect;                                         //CPF_Edit|CPF_0x04000000
	BITFIELD bLonelyZone : 1;                                                 //CPF_Edit
	TArray<class AZoneInfo*> ManualExcludes;                                  //CPF_Edit|CPF_NeedCtorLink|CPF_0x04000000
	virtual ~AZoneInfo();
	virtual void PostEditChange();
	AZoneInfo(class AZoneInfo const &);
	AZoneInfo();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	void eventActorEntered(class AActor *);
	void eventActorLeaving(class AActor *);
	void execZoneActors(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class AZoneInfo & operator=(class AZoneInfo const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UKarmaParams (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UKarmaParams : public UKarmaParamsCollision
{
public:
	void * KAng3;                                                             //CPF_Transient
	void * KTriList;                                                          //CPF_Transient
	FLOAT KLastVel;                                                           //CPF_Transient
	FLOAT KMass;                                                              //CPF_Edit
	FLOAT KLinearDamping;                                                     //CPF_Edit
	FLOAT KAngularDamping;                                                    //CPF_Edit
	FLOAT KBuoyancy;                                                          //CPF_Edit
	BITFIELD KStartEnabled : 1;                                               //CPF_Edit
	class FVector KStartLinVel;                                               //CPF_Edit
	class FVector KStartAngVel;                                               //CPF_Edit
	BITFIELD bKNonSphericalInertia : 1;                                       //CPF_Edit
	FLOAT KActorGravScale;                                                    //CPF_Edit
	FLOAT KVelDropBelowThreshold;                                             //CPF_Edit
	FLOAT KMaxSpeed;                                                          //CPF_Edit
	FLOAT KMaxAngularSpeed;                                                   //CPF_Edit
	BITFIELD bHighDetailOnly : 1;                                             //CPF_Edit
	BITFIELD bClientOnly : 1;                                                 //0
	BITFIELD bKDoubleTickRate : 1;                                            //CPF_Edit
	BITFIELD bKStayUpright : 1;                                               //CPF_Edit
	BITFIELD bKAllowRotate : 1;                                               //CPF_Edit
	BITFIELD bDestroyOnSimError : 1;                                          //0
	BITFIELD bDestroyOnWorldPenetrate : 1;                                    //CPF_Edit
	BITFIELD bDoSafetime : 1;                                                 //CPF_Edit
	FLOAT StayUprightStiffness;                                               //CPF_Edit
	FLOAT StayUprightDamping;                                                 //CPF_Edit
	TArray<class AKRepulsor*> Repulsors;                                      //CPF_Edit|CPF_NeedCtorLink
	virtual ~UKarmaParams();
	virtual void Destroy();
	virtual void PostEditChange();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UKarmaParams(class UKarmaParams const &);
	UKarmaParams();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UKarmaParams & operator=(class UKarmaParams const &);
private:
	static class UClass PrivateStaticClass();
};
struct AKConstraint_eventKForceExceed_Parms
{
	FLOAT forceMag;                                                           //CPF_Parm
};
struct AKConstraint_execKGetConstraintTorque_Parms
{
	class FVector Torque;                                                     //CPF_Parm|CPF_OutParm
};
struct AKConstraint_execKGetConstraintForce_Parms
{
	class FVector Force;                                                      //CPF_Parm|CPF_OutParm
};
struct AKConstraint_execKUpdateConstraintParams_Parms
{
};

// *****************************************************************************
// AKConstraint (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AKConstraint : public AKActor
{
public:
	void * KConstraintData;                                                   //CPF_Transient
	class AActor* KConstraintActor1;                                          //CPF_Edit|CPF_0x08000000
	class AActor* KConstraintActor2;                                          //CPF_Edit|CPF_0x08000000
	FName KConstraintBone1;                                                   //CPF_Edit
	FName KConstraintBone2;                                                   //CPF_Edit
	BITFIELD bKDisableCollision : 1;                                          //CPF_Edit
	class FVector KPos1;                                                      //0
	class FVector KPriAxis1;                                                  //0
	class FVector KSecAxis1;                                                  //0
	class FVector KPos2;                                                      //0
	class FVector KPriAxis2;                                                  //0
	class FVector KSecAxis2;                                                  //0
	BITFIELD bKForceFrameUpdate : 1;                                          //0
	FLOAT KForceThreshold;                                                    //CPF_Edit
	virtual ~AKConstraint();
	virtual void PostEditChange();
	virtual void PostEditMove();
	virtual INT CheckOwnerUpdated();
	virtual void RenderEditorSelected(class FLevelSceneNode *, class FRenderInterface *, class FDynamicActor *);
	virtual struct _McdModel * getKModel() const;
	virtual void physKarma(FLOAT);
	virtual void preKarmaStep(FLOAT);
	virtual void postKarmaStep();
	virtual void CheckForErrors();
	virtual struct MdtBaseConstraint * getKConstraint() const;
	virtual void KUpdateConstraintParams();
	AKConstraint(class AKConstraint const &);
	AKConstraint();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	void eventKForceExceed(FLOAT);
	void execKGetConstraintForce(struct FFrame &, void * const);
	void execKGetConstraintTorque(struct FFrame &, void * const);
	void execKUpdateConstraintParams(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class AKConstraint & operator=(class AKConstraint const &);
private:
	static class UClass PrivateStaticClass();
};

enum EStackMode{
	 SM_None=0
	,SM_Up=1
	,SM_Down=2
};
struct ALocalMessage_execIsConsoleMessage_Parms
{
	INT Switch;                                                               //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ALocalMessage_execGetLifeTime_Parms
{
	INT Switch;                                                               //CPF_Parm
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ALocalMessage_execGetFontSize_Parms
{
	INT Switch;                                                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI1;                                //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI2;                                //CPF_Parm
	class APlayerReplicationInfo* LocalPlayer;                                //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ALocalMessage_execGetPos_Parms
{
	INT Switch;                                                               //CPF_Parm
	BYTE OutDrawPivot;                                                        //CPF_Parm|CPF_OutParm
	BYTE OutStackMode;                                                        //CPF_Parm|CPF_OutParm
	FLOAT OutPosX;                                                            //CPF_Parm|CPF_OutParm
	FLOAT OutPosY;                                                            //CPF_Parm|CPF_OutParm
};
struct ALocalMessage_execGetColor_Parms
{
	INT Switch;                                                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_1;                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_2;                               //CPF_Parm
	class FColor ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ALocalMessage_execGetConsoleColor_Parms
{
	class APlayerReplicationInfo* RelatedPRI_1;                               //CPF_Parm
	class FColor ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ALocalMessage_execClientReceive_Parms
{
	class APlayerController* P;                                               //CPF_Parm
	INT Switch;                                                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_1;                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_2;                               //CPF_Parm
	class UObject* OptionalObject;                                            //CPF_Parm
};
struct ALocalMessage_execAssembleString_Parms
{
	class AHUD* myHUD;                                                        //CPF_Parm
	INT Switch;                                                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_1;                               //CPF_Parm
	class FString MessageString;                                              //CPF_Parm|CPF_NeedCtorLink
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct ALocalMessage_execGetString_Parms
{
	INT Switch;                                                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_1;                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_2;                               //CPF_Parm
	class UObject* OptionalObject;                                            //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct ALocalMessage_execGetRelatedString_Parms
{
	INT Switch;                                                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_1;                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_2;                               //CPF_Parm
	class UObject* OptionalObject;                                            //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct ALocalMessage_execRenderComplexMessage_Parms
{
	class UCanvas* Canvas;                                                    //CPF_Parm
	FLOAT XL;                                                                 //CPF_Parm|CPF_OutParm
	FLOAT YL;                                                                 //CPF_Parm|CPF_OutParm
	class FString MessageString;                                              //CPF_Parm|CPF_NeedCtorLink
	INT Switch;                                                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_1;                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_2;                               //CPF_Parm
	class UObject* OptionalObject;                                            //CPF_Parm
};

// *****************************************************************************
// ALocalMessage (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ALocalMessage : public AInfo
{
public:
	BITFIELD bComplexString : 1;                                              //CPF_Edit
	BITFIELD bIsSpecial : 1;                                                  //CPF_Edit
	BITFIELD bIsUnique : 1;                                                   //CPF_Edit
	BITFIELD bIsPartiallyUnique : 1;                                          //CPF_Edit
	BITFIELD bIsConsoleMessage : 1;                                           //CPF_Edit
	BITFIELD bFadeMessage : 1;                                                //CPF_Edit
	BITFIELD bBeep : 1;                                                       //CPF_Edit
	INT Lifetime;                                                             //CPF_Edit
	class UClass* ChildMessage;                                               //CPF_Edit
	class FColor DrawColor;                                                   //CPF_Edit
	BYTE DrawPivot;                                                           //CPF_Edit
	BYTE StackMode;                                                           //CPF_Edit
	FLOAT PosX;                                                               //CPF_Edit
	FLOAT PosY;                                                               //CPF_Edit
	INT FontSize;                                                             //CPF_Edit
};

// *****************************************************************************
// Afell (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT Afell : public ADamageType
{
};

// *****************************************************************************
// AEffects (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AEffects : public AActor
{
};

// *****************************************************************************
// UXAdminBase (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UXAdminBase : public UObject
{
};
struct UStreamTag_execDumpTag_Parms
{
};
struct UStreamTag_execDumpScriptTag_Parms
{
	INT i;                                                                    //0
};
struct UStreamTag_execOnRefresh_Parms
{
};

// *****************************************************************************
// UStreamTag (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UStreamTag : public UStreamBase
{
public:
	struct FID3Field TagID;                                                   //CPF_Edit|CPF_EditConst|CPF_NeedCtorLink
	struct FID3Field TrackNumber;                                             //CPF_Edit|CPF_EditConst|CPF_NeedCtorLink
	struct FID3Field Title;                                                   //CPF_Edit|CPF_EditConst|CPF_NeedCtorLink
	struct FID3Field Artist;                                                  //CPF_Edit|CPF_EditConst|CPF_NeedCtorLink
	struct FID3Field Album;                                                   //CPF_Edit|CPF_EditConst|CPF_NeedCtorLink
	struct FID3Field Year;                                                    //CPF_Edit|CPF_EditConst|CPF_NeedCtorLink
	struct FID3Field Genre;                                                   //CPF_Edit|CPF_EditConst|CPF_NeedCtorLink
	struct FID3Field Duration;                                                //CPF_Edit|CPF_EditConst|CPF_NeedCtorLink
	TArray<struct FID3Field> Fields;                                          //CPF_Edit|CPF_ConstRef|CPF_EditConst|CPF_NeedCtorLink
	void * NativeID3Tag[2];                                                   //CPF_Transient
	virtual ~UStreamTag();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UStreamTag(class UStreamTag const &);
	UStreamTag();
	void delegateOnRefresh();
	void execDumpTag(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UStreamTag & operator=(class UStreamTag const &);
protected:
	INT HasV1Tag(class FArchive *) const;
	INT HasV2Tag(class FArchive *) const;
	INT LinkTag();
	void RefreshShortcuts();
	INT SaveTag();
private:
	static class UClass PrivateStaticClass();
};
struct UStream_execDumpTags_Parms
{
};
struct UStream_execDumpScriptTag_Parms
{
};
struct UStream_eventSetHandle_Parms
{
	INT NewHandle;                                                            //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStream_execGetSongTitle_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct UStream_execGetFullName_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct UStream_execGetPath_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct UStream_execGetExtension_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct UStream_execGetFileName_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct UStream_execGetDirectory_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct UStream_execGetType_Parms
{
	BYTE ReturnValue;                                                         //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStream_execGetTag_Parms
{
	class UStreamTag* ReturnValue;                                            //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStream_execGetHandle_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStream_execIsReadOnly_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStream_execLoadID3Tag_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStream_execSaveID3Tag_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};

// *****************************************************************************
// UStream (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UStream : public UStreamBase
{
public:
	INT Handle;                                                               //CPF_Edit|CPF_EditConst
	class FString DefaultExtension;                                           //CPF_Edit|CPF_EditConst|CPF_NeedCtorLink
	class UStreamTag* IDTag;                                                  //CPF_Edit|CPF_EditConst|CPF_0x04000000
	struct FFilePath PathName;                                                //CPF_Edit|CPF_EditConst|CPF_NeedCtorLink|CPF_0x04000000
	BYTE Type;                                                                //CPF_Edit|CPF_EditConst
	BITFIELD bReadOnly : 1;                                                   //CPF_Edit|CPF_EditConst
	virtual ~UStream();
	static void CDECL InternalConstructor(void *);
	INT LoadID3Tag();
	INT SaveID3Tag();
	static class UClass * CDECL StaticClass();
	UStream(class UStream const &);
	UStream();
	DWORD eventSetHandle(INT);
	void execLoadID3Tag(struct FFrame &, void * const);
	void execSaveID3Tag(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class UStream & operator=(class UStream const &);
private:
	static class UClass PrivateStaticClass();
};

#define UCONST_INVALIDSONGHANDLE 0

struct UStreamInteraction_execstreamdebug_Parms
{
	class FString Command;                                                    //CPF_Parm|CPF_NeedCtorLink
	class FString Param;                                                      //CPF_Parm|CPF_NeedCtorLink
};
struct UStreamInteraction_execPC_Parms
{
	class APlayerController* ReturnValue;                                     //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamInteraction_execKillMusic_Parms
{
};
struct UStreamInteraction_execClearSongInfo_Parms
{
};
struct UStreamInteraction_execHasPlayer_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamInteraction_execIsPlaying_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamInteraction_execGetStreamDuration_Parms
{
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamInteraction_execGetStreamVolume_Parms
{
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamInteraction_execGetStreamPosition_Parms
{
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamInteraction_execPlayStream_Parms
{
	class FString Filename;                                                   //CPF_Parm|CPF_NeedCtorLink
	INT SeekSeconds;                                                          //CPF_Parm
	INT LastSongHandle;                                                       //0
};
struct UStreamInteraction_execSeek_Parms
{
	FLOAT SeekSeconds;                                                        //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamInteraction_execIsPaused_Parms
{
	INT SongHandle;                                                           //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamInteraction_execSeekStream_Parms
{
	FLOAT Seconds;                                                            //CPF_Parm
};
struct UStreamInteraction_execSetMusicVolume_Parms
{
	FLOAT NewVolume;                                                          //CPF_Parm
};
struct UStreamInteraction_execStopSong_Parms
{
};
struct UStreamInteraction_execPlaySong_Parms
{
	class FString SongName;                                                   //CPF_Parm|CPF_NeedCtorLink
	FLOAT InitialTime;                                                        //CPF_Parm
};
struct UStreamInteraction_execPauseSong_Parms
{
};
struct UStreamInteraction_execPrevSong_Parms
{
	BITFIELD bForce : 1;                                                      //CPF_Parm
};
struct UStreamInteraction_execNextSong_Parms
{
	BITFIELD bForce : 1;                                                      //CPF_Parm
};
struct UStreamInteraction_execCurrentHandle_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamInteraction_execGetCurrentStream_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct UStreamInteraction_eventNotifyLevelChange_Parms
{
};
struct UStreamInteraction_execStreamFinished_Parms
{
	INT Handle;                                                               //CPF_Parm
	BYTE Reason;                                                              //CPF_Parm
};
struct UStreamInteraction_execSetStreamAttachment_Parms
{
	class UStream* StreamObj;                                                 //CPF_Parm
	class UStreamTag* sTag;                                                   //0
};
struct UStreamInteraction_eventTick_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
};
struct UStreamInteraction_execQueueNextSong_Parms
{
};
struct UStreamInteraction_execCreatePlaylistManager_Parms
{
	class UStreamPlaylistManager* ReturnValue;                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class UClass* PlaylistManagerClass;                                       //0
};
struct UStreamInteraction_execCreateFileManager_Parms
{
	class UStreamInterface* ReturnValue;                                      //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamInteraction_eventInitialized_Parms
{
};
struct UStreamInteraction_execOnAdjustVolume_Parms
{
	FLOAT NewVolume;                                                          //CPF_Parm
};
struct UStreamInteraction_execOnStreamingStopped_Parms
{
};
struct UStreamInteraction_execOnStreamChanged_Parms
{
	class FString NewStreamFileName;                                          //CPF_Parm|CPF_NeedCtorLink
};

// *****************************************************************************
// UStreamInteraction (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UStreamInteraction : public UInteraction
{
public:
	FLOAT FadeInSeconds;                                                      //CPF_Edit|CPF_Config
	FLOAT FadeOutSeconds;                                                     //CPF_Edit|CPF_Config
	class FString PlaylistManagerType;                                        //CPF_Edit|CPF_Config|CPF_NeedCtorLink
	class UStreamPlaylistManager* PlaylistManager;                            //CPF_Edit|CPF_EditConst|CPF_0x00800000|CPF_0x04000000
	class UStreamInterface* FileManager;                                      //CPF_Edit|CPF_EditConst|CPF_0x00800000|CPF_0x04000000
	INT CurrentSongHandle;                                                    //CPF_Edit|CPF_EditConst|CPF_0x00800000
	FLOAT CurrentSongPosition;                                                //CPF_Edit|CPF_EditConst|CPF_0x00800000
	FLOAT LastPlayTime;                                                       //CPF_Edit|CPF_EditConst|CPF_0x00800000
	FLOAT CurrentSongDuration;                                                //CPF_Edit|CPF_EditConst|CPF_0x00800000
	class FString CurrentSong;                                                //CPF_Edit|CPF_EditConst|CPF_NeedCtorLink|CPF_0x00800000
	class UStream* CurrentStreamAttachment;                                   //CPF_Edit|CPF_EditConst|CPF_0x00800000
	BITFIELD bAutoStart : 1;                                                  //CPF_Edit|CPF_Config
	BITFIELD bDisplayTrackChanges : 1;                                        //CPF_Edit|CPF_Config
	BITFIELD bRestartTrack : 1;                                               //CPF_Edit|CPF_Transient|CPF_EditConst|CPF_0x00800000
	BITFIELD bTrackWaiting : 1;                                               //CPF_Edit|CPF_Transient|CPF_EditConst|CPF_0x00800000
	virtual ~UStreamInteraction();
	virtual void Destroy();
	static struct FrameTypeList * CDECL GetFrameTypes();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UStreamInteraction(class UStreamInteraction const &);
	UStreamInteraction();
	void delegateOnAdjustVolume(FLOAT);
	void delegateOnStreamChanged(class FString const &);
	void delegateOnStreamingStopped();
	void execIsPaused(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UStreamInteraction & operator=(class UStreamInteraction const &);
private:
	static class UClass PrivateStaticClass();
};

#define UCONST_mMaxTimes 5

struct USpline_execNextSplineRot_Parms
{
	FLOAT dt;                                                                 //CPF_Parm
	class FRotator D;                                                         //CPF_Parm|CPF_OutParm
	class FRotator V;                                                         //CPF_Parm|CPF_OutParm
	class FRotator A;                                                         //CPF_Parm|CPF_OutParm
	FLOAT outdt;                                                              //CPF_Parm|CPF_OutParm
	BITFIELD bSmoothDt : 1;                                                   //CPF_Parm
	BITFIELD bAccumDeltas : 1;                                                //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct USpline_execNextSplinePos_Parms
{
	FLOAT dt;                                                                 //CPF_Parm
	class FVector D;                                                          //CPF_Parm|CPF_OutParm
	class FVector V;                                                          //CPF_Parm|CPF_OutParm
	class FVector A;                                                          //CPF_Parm|CPF_OutParm
	FLOAT outdt;                                                              //CPF_Parm|CPF_OutParm
	BITFIELD bSmoothDt : 1;                                                   //CPF_Parm
	BITFIELD bAccumDeltas : 1;                                                //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct USpline_execInitSplineRot_Parms
{
	FLOAT t0;                                                                 //CPF_Parm
	class FRotator d0;                                                        //CPF_Parm
	class FRotator v0;                                                        //CPF_Parm
	FLOAT t1;                                                                 //CPF_Parm
	class FRotator d1;                                                        //CPF_Parm
	class FRotator v1;                                                        //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct USpline_execInitSplinePath_Parms
{
	FLOAT t0;                                                                 //CPF_Parm
	class FVector d0;                                                         //CPF_Parm
	class FVector v0;                                                         //CPF_Parm
	FLOAT t1;                                                                 //CPF_Parm
	class FVector d1;                                                         //CPF_Parm
	class FVector v1;                                                         //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};

// *****************************************************************************
// USpline (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT USpline : public UObject
{
public:
	class FVector SplineA;                                                    //0
	class FVector SplineB;                                                    //0
	class FVector SplineC;                                                    //0
	class FVector SplineD;                                                    //0
	class FRotator SplineE;                                                   //0
	class FRotator SplineF;                                                   //0
	class FRotator SplineG;                                                   //0
	class FRotator SplineH;                                                   //0
	FLOAT mStartT;                                                            //0
	FLOAT mEndT;                                                              //0
	BITFIELD mbInit : 1;                                                      //0
	FLOAT mTime;                                                              //0
	FLOAT maDeltaTimes[5];                                                    //0
	INT mIndex;                                                               //0
	FLOAT mTotalTime;                                                         //0
	BITFIELD mbRotatorSpline : 1;                                             //0
	INT mCnt;                                                                 //0
	virtual ~USpline();
	INT CalcSplinePos(FLOAT, class FVector &, class FVector &, class FVector &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	USpline(class USpline const &);
	USpline();
	void execInitSplinePath(struct FFrame &, void * const);
	void execInitSplineRot(struct FFrame &, void * const);
	void execNextSplinePos(struct FFrame &, void * const);
	void execNextSplineRot(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class USpline & operator=(class USpline const &);
	FLOAT smoothDeltaTime(FLOAT);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// ADecoVolumeObject (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ADecoVolumeObject : public AActor
{
public:
	virtual ~ADecoVolumeObject();
	ADecoVolumeObject(class ADecoVolumeObject const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class ADecoVolumeObject & operator=(class ADecoVolumeObject const &);
protected:
	ADecoVolumeObject();
private:
	static class UClass PrivateStaticClass();
};

// -----------------------------------------------------------------------------
// FDecorationType ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FDecorationType
{
public:
	class UStaticMesh* StaticMesh;                                        //CPF_Edit
	class FRange Count;                                                   //CPF_Edit
	class FRange DrawScale;                                               //CPF_Edit
	INT bAlign;                                                           //CPF_Edit
	INT bRandomPitch;                                                     //CPF_Edit
	INT bRandomYaw;                                                       //CPF_Edit
	INT bRandomRoll;                                                      //CPF_Edit
};

// *****************************************************************************
// ADecorationList (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ADecorationList : public AKeypoint
{
public:
	TArray<struct FDecorationType> Decorations;                               //CPF_Edit|CPF_NeedCtorLink
	virtual ~ADecorationList();
	ADecorationList(class ADecorationList const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class ADecorationList & operator=(class ADecorationList const &);
protected:
	ADecorationList();
private:
	static class UClass PrivateStaticClass();
};
struct APlayerChatManager_execChatDebug_Parms
{
};
struct APlayerChatManager_execCount_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerChatManager_execGetPlayerRestriction_Parms
{
	INT PlayerID;                                                             //CPF_Parm
	BYTE ReturnValue;                                                         //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerChatManager_execClientIsBanned_Parms
{
	class FString PlayerHash;                                                 //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerChatManager_execIsBanned_Parms
{
	class APlayerReplicationInfo* PRI;                                        //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerChatManager_execClearRestrictionID_Parms
{
	INT PlayerID;                                                             //CPF_Parm
	BYTE Type;                                                                //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerChatManager_execClearRestriction_Parms
{
	class FString PlayerHash;                                                 //CPF_Parm|CPF_NeedCtorLink
	BYTE Type;                                                                //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerChatManager_execAddRestrictionID_Parms
{
	INT PlayerID;                                                             //CPF_Parm
	BYTE Type;                                                                //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerChatManager_execAddRestriction_Parms
{
	class FString PlayerHash;                                                 //CPF_Parm|CPF_NeedCtorLink
	BYTE Type;                                                                //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerChatManager_execSetRestrictionID_Parms
{
	INT PlayerID;                                                             //CPF_Parm
	BYTE Type;                                                                //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerChatManager_execSetRestriction_Parms
{
	class FString PlayerHash;                                                 //CPF_Parm|CPF_NeedCtorLink
	BYTE Type;                                                                //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerChatManager_eventAcceptVoice_Parms
{
	class APlayerReplicationInfo* Sender;                                     //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerChatManager_execAcceptSpeech_Parms
{
	class APlayerReplicationInfo* Sender;                                     //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerChatManager_execAcceptLocalized_Parms
{
	class AActor* Sender;                                                     //CPF_Parm
	class UClass* Message;                                                    //CPF_Parm
	INT Switch;                                                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_1;                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_2;                               //CPF_Parm
	class UObject* obj;                                                       //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerChatManager_execAcceptText_Parms
{
	class APlayerReplicationInfo* Sender;                                     //CPF_Parm
	class FString Msg;                                                        //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	FName Type;                                                               //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerChatManager_execUnTrackPlayer_Parms
{
	INT PlayerID;                                                             //CPF_Parm
};
struct APlayerChatManager_execTrackNewPlayer_Parms
{
	INT PlayerID;                                                             //CPF_Parm
	class FString PlayerHash;                                                 //CPF_Parm|CPF_NeedCtorLink
	class FString PlayerAddress;                                              //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerChatManager_execReceiveBanInfo_Parms
{
	class FString S;                                                          //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerChatManager_eventPostBeginPlay_Parms
{
};

// *****************************************************************************
// APlayerChatManager (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT APlayerChatManager : public AInfo
{
public:
	class APlayerController* PlayerOwner;                                     //0
	virtual ~APlayerChatManager();
	APlayerChatManager(class APlayerChatManager const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	DWORD eventAcceptVoice(class APlayerReplicationInfo *);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class APlayerChatManager & operator=(class APlayerChatManager const &);
protected:
	APlayerChatManager();
private:
	static class UClass PrivateStaticClass();
};

enum EJoinChatResult{
	 JCR_Invalid=0
	,JCR_Member=1
	,JCR_NeedPassword=2
	,JCR_WrongPassword=3
	,JCR_Banned=4
	,JCR_Full=5
	,JCR_NotAllowed=6
	,JCR_Success=7
};
struct AVoiceChatRoom_execNotifyTeamChange_Parms
{
	class APlayerReplicationInfo* PRI;                                        //CPF_Parm
	INT NewTeamIndex;                                                         //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVoiceChatRoom_execRemoveChild_Parms
{
	class AVoiceChatRoom* Child;                                              //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVoiceChatRoom_execAddChild_Parms
{
	class AVoiceChatRoom* NewChild;                                           //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVoiceChatRoom_execSetChannelPassword_Parms
{
	class FString InPassword;                                                 //CPF_Parm|CPF_NeedCtorLink
};
struct AVoiceChatRoom_execSetMemberMask_Parms
{
	INT NewMask;                                                              //CPF_Parm
};
struct AVoiceChatRoom_execSetTeam_Parms
{
	INT NewTeam;                                                              //CPF_Parm
};
struct AVoiceChatRoom_execRemoveMember_Parms
{
	class APlayerReplicationInfo* PRI;                                        //CPF_Parm
};
struct AVoiceChatRoom_execAddMember_Parms
{
	class APlayerReplicationInfo* PRI;                                        //CPF_Parm
};
struct AVoiceChatRoom_execLeaveChannel_Parms
{
	class APlayerReplicationInfo* LeavingPRI;                                 //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVoiceChatRoom_execJoinChannel_Parms
{
	class APlayerReplicationInfo* NewPRI;                                     //CPF_Parm
	class FString InPassword;                                                 //CPF_Parm|CPF_NeedCtorLink
	BYTE ReturnValue;                                                         //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVoiceChatRoom_eventIsMember_Parms
{
	class APlayerReplicationInfo* PRI;                                        //CPF_Parm
	BITFIELD bNoCascade : 1;                                                  //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct AVoiceChatRoom_execIsFull_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVoiceChatRoom_execCanJoinChannel_Parms
{
	class APlayerReplicationInfo* PRI;                                        //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVoiceChatRoom_execIsPrivateChannel_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVoiceChatRoom_execIsTeamChannel_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVoiceChatRoom_execIsPublicChannel_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVoiceChatRoom_execGetTeam_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVoiceChatRoom_execGetTitle_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AVoiceChatRoom_execValidMask_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVoiceChatRoom_execGetPassword_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AVoiceChatRoom_execGetMask_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVoiceChatRoom_execGetMaxChatters_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVoiceChatRoom_execGetMembers_Parms
{
	TArray<class APlayerReplicationInfo*> ReturnValue;                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};

// *****************************************************************************
// AVoiceChatRoom (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AVoiceChatRoom : public AInfo
{
public:
	class AGameReplicationInfo* GRI;                                          //0
	class AVoiceChatReplicationInfo* VoiceChatManager;                        //0
	class AVoiceChatRoom* Parent;                                             //0
	TArray<class AVoiceChatRoom*> Children;                                   //CPF_NeedCtorLink
	class FString Password;                                                   //CPF_NeedCtorLink
	INT ChannelIndex;                                                         //0
	BITFIELD bLocal : 1;                                                      //0
	INT TeamIndex;                                                            //0
	virtual ~AVoiceChatRoom();
	AVoiceChatRoom(class AVoiceChatRoom const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	DWORD eventIsMember(class APlayerReplicationInfo *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class AVoiceChatRoom & operator=(class AVoiceChatRoom const &);
protected:
	AVoiceChatRoom();
private:
	static class UClass PrivateStaticClass();
};

// -----------------------------------------------------------------------------
// FVoiceChatCodec ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FVoiceChatCodec
{
public:
	class FString Codec;                                                  //CPF_NeedCtorLink
	class FString CodecName;                                              //CPF_Localized|CPF_NeedCtorLink
	class FString CodecDescription;                                       //CPF_Localized|CPF_NeedCtorLink
	~FVoiceChatCodec();
	FVoiceChatCodec(struct FVoiceChatCodec const &);
	FVoiceChatCodec();
	struct FVoiceChatCodec & operator=(struct FVoiceChatCodec const &);
};

#define UCONST_NUMPROPS 6

struct AVoiceChatReplicationInfo_execGetTitle_Parms
{
	class AVoiceChatRoom* Room;                                               //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AVoiceChatReplicationInfo_execGetMask_Parms
{
	class AVoiceChatRoom* Room;                                               //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVoiceChatReplicationInfo_execSetMask_Parms
{
	class AVoiceChatRoom* Room;                                               //CPF_Parm
	INT NewMask;                                                              //CPF_Parm
};
struct AVoiceChatReplicationInfo_execValidRoom_Parms
{
	class AVoiceChatRoom* Room;                                               //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVoiceChatReplicationInfo_execGetCodecInfo_Parms
{
	class FString Codec;                                                      //CPF_Parm|CPF_NeedCtorLink
	class FString CodecName;                                                  //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	class FString CodecDescription;                                           //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct AVoiceChatReplicationInfo_execGetInstalledCodecs_Parms
{
	TArray<class FString> Codecs;                                             //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	INT i;                                                                    //0
};
struct AVoiceChatReplicationInfo_eventGetDescriptionText_Parms
{
	class FString PropName;                                                   //CPF_Parm|CPF_NeedCtorLink
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AVoiceChatReplicationInfo_execFillPlayInfo_Parms
{
	class UPlayInfo* PlayInfo;                                                //CPF_Parm
};
struct AVoiceChatReplicationInfo_execCheckChannels_Parms
{
	INT i;                                                                    //0
};
struct AVoiceChatReplicationInfo_execDestroyVoiceChannel_Parms
{
	class AVoiceChatRoom* Channel;                                            //CPF_Parm
};
struct AVoiceChatReplicationInfo_execCreateNewVoiceChannel_Parms
{
	class APlayerReplicationInfo* PRI;                                        //CPF_Parm
	class AVoiceChatRoom* ReturnValue;                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVoiceChatReplicationInfo_execIsMember_Parms
{
	class APlayerReplicationInfo* TestPRI;                                    //CPF_Parm
	INT ChannelIndex;                                                         //CPF_Parm
	BITFIELD bNoCascade : 1;                                                  //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVoiceChatReplicationInfo_execGetPlayerChannelCount_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVoiceChatReplicationInfo_execGetPublicChannelCount_Parms
{
	BITFIELD bSingleTeam : 1;                                                 //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVoiceChatReplicationInfo_execGetPlayerChannels_Parms
{
	TArray<class AVoiceChatRoom*> ReturnValue;                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AVoiceChatReplicationInfo_execGetPublicChannels_Parms
{
	TArray<class AVoiceChatRoom*> ReturnValue;                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AVoiceChatReplicationInfo_execGetChannels_Parms
{
	TArray<class AVoiceChatRoom*> ReturnValue;                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AVoiceChatReplicationInfo_execGetDefaultChannel_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AVoiceChatReplicationInfo_execGetMemberChannels_Parms
{
	class APlayerReplicationInfo* PRI;                                        //CPF_Parm
	TArray<INT> ReturnValue;                                                  //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AVoiceChatReplicationInfo_execGetChannelMembersAt_Parms
{
	INT Index;                                                                //CPF_Parm
	TArray<INT> ReturnValue;                                                  //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AVoiceChatReplicationInfo_execGetChannelMembers_Parms
{
	class FString ChatRoomName;                                               //CPF_Parm|CPF_NeedCtorLink
	INT TeamIndex;                                                            //CPF_Parm
	TArray<INT> ReturnValue;                                                  //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AVoiceChatReplicationInfo_execGetChannelAt_Parms
{
	INT Index;                                                                //CPF_Parm
	class AVoiceChatRoom* ReturnValue;                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVoiceChatReplicationInfo_execGetChannel_Parms
{
	class FString ChatRoomName;                                               //CPF_Parm|CPF_NeedCtorLink
	INT TeamIndex;                                                            //CPF_Parm
	class AVoiceChatRoom* ReturnValue;                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVoiceChatReplicationInfo_eventGetChannelIndex_Parms
{
	class FString ChannelTitle;                                               //CPF_Parm|CPF_NeedCtorLink
	INT TeamIndex;                                                            //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVoiceChatReplicationInfo_eventGetChannelCount_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVoiceChatReplicationInfo_execNotifyTeamChange_Parms
{
	class APlayerReplicationInfo* PRI;                                        //CPF_Parm
	INT TeamIndex;                                                            //CPF_Parm
};
struct AVoiceChatReplicationInfo_execRemoveVoiceChannel_Parms
{
	class APlayerReplicationInfo* PRI;                                        //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVoiceChatReplicationInfo_execAddVoiceChannel_Parms
{
	class APlayerReplicationInfo* PRI;                                        //CPF_Parm
	class AVoiceChatRoom* ReturnValue;                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVoiceChatReplicationInfo_execLeaveChannel_Parms
{
	class FString ChannelTitle;                                               //CPF_Parm|CPF_NeedCtorLink
	class APlayerReplicationInfo* PRI;                                        //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVoiceChatReplicationInfo_execJoinChannelAt_Parms
{
	INT ChannelIndex;                                                         //CPF_Parm
	class APlayerReplicationInfo* PRI;                                        //CPF_Parm
	class FString Password;                                                   //CPF_Parm|CPF_NeedCtorLink
	BYTE ReturnValue;                                                         //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVoiceChatReplicationInfo_execJoinChannel_Parms
{
	class FString ChannelTitle;                                               //CPF_Parm|CPF_NeedCtorLink
	class APlayerReplicationInfo* PRI;                                        //CPF_Parm
	class FString Password;                                                   //CPF_Parm|CPF_NeedCtorLink
	BYTE ReturnValue;                                                         //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVoiceChatReplicationInfo_execCanJoinChannel_Parms
{
	class FString ChannelTitle;                                               //CPF_Parm|CPF_NeedCtorLink
	class APlayerReplicationInfo* PRI;                                        //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVoiceChatReplicationInfo_execRemoveVoiceChatter_Parms
{
	class APlayerReplicationInfo* PRI;                                        //CPF_Parm
};
struct AVoiceChatReplicationInfo_execAddVoiceChatter_Parms
{
	class APlayerReplicationInfo* NewPRI;                                     //CPF_Parm
};
struct AVoiceChatReplicationInfo_execInitChannels_Parms
{
};
struct AVoiceChatReplicationInfo_eventPostNetBeginPlay_Parms
{
};
struct AVoiceChatReplicationInfo_eventPostBeginPlay_Parms
{
};
struct AVoiceChatReplicationInfo_eventTimer_Parms
{
};

// *****************************************************************************
// AVoiceChatReplicationInfo (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AVoiceChatReplicationInfo : public AReplicationInfo
{
public:
	INT PublicMask;                                                           //CPF_Net
	INT LocalMask;                                                            //CPF_Net
	TArray<class AVoiceChatRoom*> Channels;                                   //CPF_NeedCtorLink
	TArray<class FString> PublicChannelNames;                                 //CPF_Localized|CPF_NeedCtorLink
	class FString VCDisplayText[6];                                           //CPF_Localized|CPF_NeedCtorLink
	class FString VCDescText[6];                                              //CPF_Localized|CPF_NeedCtorLink
	class AGameReplicationInfo* GRI;                                          //0
	class UClass* ChatRoomClass;                                              //0
	TArray<struct FVoiceChatCodec> InstalledCodec;                            //CPF_NeedCtorLink
	TArray<class FString> VoIPInternetCodecs;                                 //CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	TArray<class FString> VoIPLANCodecs;                                      //CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	BITFIELD bEnableVoiceChat : 1;                                            //CPF_Net|CPF_Config|CPF_GlobalConfig
	BITFIELD bAllowLocalBroadcast : 1;                                        //CPF_Config|CPF_GlobalConfig
	INT MaxChatters;                                                          //CPF_Config|CPF_GlobalConfig
	INT DefaultChannel;                                                       //CPF_Net
	FLOAT LocalBroadcastRange;                                                //CPF_Config|CPF_GlobalConfig
	FLOAT DefaultBroadcastRadius;                                             //CPF_Config|CPF_GlobalConfig
	FLOAT BroadcastRadius;                                                    //CPF_Net
	BITFIELD bPrivateChat : 1;                                                //CPF_Net
	BITFIELD bRefresh : 1;                                                    //0
	virtual ~AVoiceChatReplicationInfo();
	virtual INT * GetOptimizedRepList(BYTE *, struct FPropertyRetirement *, INT *, class UPackageMap *, class UActorChannel *);
	AVoiceChatReplicationInfo(class AVoiceChatReplicationInfo const &);
	AVoiceChatReplicationInfo();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	INT eventGetChannelCount();
	INT eventGetChannelIndex(class FString const &, INT);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class AVoiceChatReplicationInfo & operator=(class AVoiceChatReplicationInfo const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UVertMeshInstance (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UVertMeshInstance : public ULodMeshInstance
{
public:
	virtual ~UVertMeshInstance();
	virtual void Serialize(class FArchive &);
	virtual class FBox GetRenderBoundingBox(class AActor const *);
	virtual class FSphere GetRenderBoundingSphere(class AActor const *);
	virtual INT UpdateAnimation(FLOAT);
	virtual INT PlayAnim(INT, class FName, FLOAT, FLOAT, INT);
	virtual INT GetAnimCount();
	virtual void * GetAnimIndexed(INT);
	virtual void * GetAnimNamed(class FName);
	virtual class FName AnimGetName(void *);
	virtual class FName AnimGetGroup(void *);
	virtual INT AnimIsInGroup(void *, class FName);
	virtual FLOAT AnimGetFrameCount(void *);
	virtual FLOAT AnimGetRate(void *);
	virtual INT AnimGetNotifyCount(void *);
	virtual FLOAT AnimGetNotifyTime(void *, INT);
	virtual TCHAR const * AnimGetNotifyText(void *, INT);
	virtual class UAnimNotify * AnimGetNotifyObject(void *, INT);
	virtual INT IsAnimating(INT);
	virtual INT StopAnimating();
	virtual INT IsAnimTweening(INT);
	virtual INT IsAnimLooping(INT);
	virtual INT IsAnimPastLastFrame(INT);
	virtual INT AnimStopLooping(INT);
	virtual class FName GetActiveAnimSequence(INT);
	virtual FLOAT GetActiveAnimRate(INT);
	virtual FLOAT GetActiveAnimFrame(INT);
	virtual void SetAnimFrame(INT, FLOAT, INT);
	virtual INT AnimForcePose(class FName, FLOAT, FLOAT, INT);
	virtual class UMaterial * GetMaterial(INT, class AActor *);
	virtual void GetFrame(class AActor *, class FLevelSceneNode *, class FVector *, INT, INT &, DWORD);
	virtual class FMatrix MeshToWorld();
	virtual void Render();//class FDynamicActor *, class FLevelSceneNode *, class TList<class FDynamicLight *> *, class TList<struct FProjectorRenderInfo *> *, class FRenderInterface *);
	virtual void SetScale(class FVector);
	virtual void MeshBuildBounds();
	virtual void GetMeshVerts(class AActor *, class FVector *, INT, INT &);
	struct FMeshAnimSeq * GetAnimSeq(class FName);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UVertMeshInstance(class UVertMeshInstance const &);
	UVertMeshInstance();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UVertMeshInstance & operator=(class UVertMeshInstance const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UVertMesh (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UVertMesh : public ULodMesh
{
public:
	virtual ~UVertMesh();
	virtual void PostLoad();
	virtual void Serialize(class FArchive &);
	virtual class FBox GetRenderBoundingBox(class AActor const *);
	virtual class FSphere GetRenderBoundingSphere(class AActor const *);
	virtual class UClass * MeshGetInstanceClass();
	static void CDECL InternalConstructor(void *);
	INT RenderPreProcess();
	static class UClass * CDECL StaticClass();
	UVertMesh(class UVertMesh const &);
	UVertMesh();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UVertMesh & operator=(class UVertMesh const &);
private:
	static class UClass PrivateStaticClass();
};

enum ETrailShadeType{
	 PTTST_None=0
	,PTTST_RandomStatic=1
	,PTTST_RandomDynamic=2
	,PTTST_Linear=3
	,PTTST_PointLife=4
};
enum ETrailLocation{
	 PTTL_AttachedToParticle=0
	,PTTL_FollowEmitter=1
};

// -----------------------------------------------------------------------------
// FParticleTrailData ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FParticleTrailData
{
public:
	class FVector Location;                                               //0
	class FColor Color;                                                   //0
	FLOAT Size;                                                           //0
	INT DoubleDummy1;                                                     //0
	INT DoubleDummy2;                                                     //0
};

// -----------------------------------------------------------------------------
// FParticleTrailInfo ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FParticleTrailInfo
{
public:
	INT TrailIndex;                                                       //0
	INT NumPoints;                                                        //0
	class FVector LastLocation;                                           //0
	class FVector LastEmitterLocation;                                    //0
};
struct UTrailEmitter_execResetTrail_Parms
{
};

// *****************************************************************************
// UTrailEmitter (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UTrailEmitter : public UParticleEmitter
{
public:
	BYTE TrailShadeType;                                                      //CPF_Edit
	BYTE TrailLocation;                                                       //CPF_Edit
	INT MaxPointsPerTrail;                                                    //CPF_Edit
	FLOAT DistanceThreshold;                                                  //CPF_Edit
	BITFIELD UseCrossedSheets : 1;                                            //CPF_Edit
	INT MaxTrailTwistAngle;                                                   //CPF_Edit
	FLOAT PointLifeTime;                                                      //CPF_Edit
	TArray<struct FParticleTrailData> TrailData;                              //CPF_Transient|CPF_NeedCtorLink
	TArray<struct FParticleTrailInfo> TrailInfo;                              //CPF_Transient|CPF_NeedCtorLink
	class UVertexBuffer* VertexBuffer;                                        //CPF_Transient
	class UIndexBuffer* IndexBuffer;                                          //CPF_Transient
	INT VerticesPerParticle;                                                  //CPF_Transient
	INT IndicesPerParticle;                                                   //CPF_Transient
	INT PrimitivesPerParticle;                                                //CPF_Transient
	virtual ~UTrailEmitter();
	virtual void PostEditChange();
	virtual void Initialize(INT);
	virtual void CleanUp();
	virtual void SpawnParticle(INT, FLOAT, INT, INT, class FVector const &);
	virtual INT UpdateParticles(FLOAT);
	virtual void UpdateParticle(FLOAT, INT);
	virtual INT RenderParticles();//class FDynamicActor *, class FLevelSceneNode *, class TList<class FDynamicLight *> *, class FRenderInterface *);
	virtual class FColor SetInitialPointColor(class FColor);
	static void CDECL InternalConstructor(void *);
	void ResetTrail();
	static class UClass * CDECL StaticClass();
	UTrailEmitter(class UTrailEmitter const &);
	UTrailEmitter();
	void execResetTrail(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UTrailEmitter & operator=(class UTrailEmitter const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UCubemap (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UCubemap : public UTexture
{
public:
	class UTexture* Faces[6];                                                 //CPF_Edit
	void * CubemapRenderInterface;                                            //CPF_Transient
	virtual ~UCubemap();
	virtual void Destroy();
	virtual class FBaseTexture * GetRenderInterface();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UCubemap(class UCubemap const &);
	UCubemap();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UCubemap & operator=(class UCubemap const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UPalette (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UPalette : public UObject
{
public:
	TArray<class FColor> Colors;                                              //CPF_Native
	virtual ~UPalette();
	virtual void Serialize(class FArchive &);
	BYTE BestMatch(class FColor, INT);
	void FixPalette();
	static void CDECL InternalConstructor(void *);
	class UPalette * ReplaceWithExisting();
	static class UClass * CDECL StaticClass();
	UPalette(class UPalette const &);
	UPalette();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UPalette & operator=(class UPalette const &);
private:
	static class UClass PrivateStaticClass();
};

// -----------------------------------------------------------------------------
// FTerrainMaterialLayer ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FTerrainMaterialLayer
{
public:
	class UMaterial* Texture;                                             //0
	class UBitmapMaterial* AlphaWeight;                                   //0
	class FMatrix TextureMatrix;                                          //0
	~FTerrainMaterialLayer();
	FTerrainMaterialLayer();
	struct FTerrainMaterialLayer & operator=(struct FTerrainMaterialLayer const &);
};

// *****************************************************************************
// UTerrainMaterial (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UTerrainMaterial : public URenderedMaterial
{
public:
	TArray<struct FTerrainMaterialLayer> Layers;                              //CPF_NeedCtorLink
	BYTE RenderMethod;                                                        //0
	BITFIELD FirstPass : 1;                                                   //0
	virtual ~UTerrainMaterial();
	virtual class UMaterial * CheckFallback();
	virtual INT HasFallback();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UTerrainMaterial(class UTerrainMaterial const &);
	UTerrainMaterial();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UTerrainMaterial & operator=(class UTerrainMaterial const &);
private:
	static class UClass PrivateStaticClass();
};

enum ESortOrder{
	 SORT_NoSort=0
	,SORT_BackToFront=1
	,SORT_FrontToBack=2
};
enum ETexMapAxis{
	 TEXMAPAXIS_XY=0
	,TEXMAPAXIS_XZ=1
	,TEXMAPAXIS_YZ=2
};

// -----------------------------------------------------------------------------
// FDecoInfo ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FDecoInfo
{
public:
	class FVector Location;                                               //0
	class FRotator Rotation;                                              //0
	class FVector Scale;                                                  //0
	class FVector TempScale;                                              //0
	class FColor Color;                                                   //0
	INT Distance;                                                         //0
};

// -----------------------------------------------------------------------------
// FDecoSectorInfo ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FDecoSectorInfo
{
public:
	TArray<struct FDecoInfo> DecoInfo;                                    //CPF_NeedCtorLink
	class FVector Location;                                               //0
	FLOAT Radius;                                                         //0
};

// -----------------------------------------------------------------------------
// FTerrainLayer ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FTerrainLayer
{
public:
	class UMaterial* Texture;                                             //CPF_Edit
	class UTexture* AlphaMap;                                             //CPF_Edit
	FLOAT UScale;                                                         //CPF_Edit
	FLOAT VScale;                                                         //CPF_Edit
	FLOAT UPan;                                                           //CPF_Edit
	FLOAT VPan;                                                           //CPF_Edit
	BYTE TextureMapAxis;                                                  //CPF_Edit
	FLOAT TextureRotation;                                                //CPF_Edit
	class FRotator LayerRotation;                                         //CPF_Edit
	class FMatrix TerrainMatrix;                                          //0
	FLOAT KFriction;                                                      //CPF_Edit
	FLOAT KRestitution;                                                   //CPF_Edit
	class UTexture* LayerWeightMap;                                       //CPF_Transient
};

// -----------------------------------------------------------------------------
// FDecorationLayer ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FDecorationLayer
{
public:
	INT ShowOnTerrain;                                                    //CPF_Edit
	class UTexture* ScaleMap;                                             //CPF_Edit
	class UTexture* DensityMap;                                           //CPF_Edit
	class UTexture* ColorMap;                                             //CPF_Edit
	class UStaticMesh* StaticMesh;                                        //CPF_Edit
	class FRangeVector ScaleMultiplier;                                   //CPF_Edit
	class FRange FadeoutRadius;                                           //CPF_Edit
	class FRange DensityMultiplier;                                       //CPF_Edit
	INT MaxPerQuad;                                                       //CPF_Edit
	INT Seed;                                                             //CPF_Edit
	INT AlignToTerrain;                                                   //CPF_Edit
	BYTE DrawOrder;                                                       //CPF_Edit
	INT ShowOnInvisibleTerrain;                                           //CPF_Edit
	INT LitDirectional;                                                   //CPF_Edit
	INT DisregardTerrainLighting;                                         //CPF_Edit
	INT RandomYaw;                                                        //CPF_Edit
	BYTE DetailMode;                                                      //CPF_Edit
};

// -----------------------------------------------------------------------------
// FDecorationLayerData ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FDecorationLayerData
{
public:
	TArray<struct FDecoSectorInfo> Sectors;                               //CPF_NeedCtorLink
};

// -----------------------------------------------------------------------------
// FNormalPair ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FNormalPair
{
public:
	class FVector Normal1;                                                //0
	class FVector Normal2;                                                //0
};
struct ATerrainInfo_execPokeTerrain_Parms
{
	class FVector WorldLocation;                                              //CPF_Parm
	INT Radius;                                                               //CPF_Parm
	INT MaxDepth;                                                             //CPF_Parm
};

// *****************************************************************************
// ATerrainInfo (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ATerrainInfo : public AInfo
{
public:
	INT TerrainSectorSize;                                                    //CPF_Edit
	class UTexture* TerrainMap;                                               //CPF_Edit
	class UTexture* VertexLightMap;                                           //CPF_Edit
	class FVector TerrainScale;                                               //CPF_Edit
	struct FTerrainLayer Layers[32];                                          //CPF_Edit
	TArray<struct FDecorationLayer> DecoLayers;                               //CPF_Edit|CPF_NeedCtorLink
	FLOAT DecoLayerOffset;                                                    //CPF_Edit
	BITFIELD Inverted : 1;                                                    //CPF_Edit
	BITFIELD bKCollisionHalfRes : 1;                                          //CPF_Edit
	INT JustLoaded;                                                           //CPF_Transient
	TArray<struct FDecorationLayerData> DecoLayerData;                        //CPF_Native
	TArray<class UTerrainSector*> Sectors;                                    //CPF_Native
	TArray<class FVector> Vertices;                                           //CPF_Native
	INT HeightmapX;                                                           //CPF_Native
	INT HeightmapY;                                                           //CPF_Native
	INT SectorsX;                                                             //CPF_Native
	INT SectorsY;                                                             //CPF_Native
	class UTerrainPrimitive* Primitive;                                       //CPF_Native
	TArray<struct FNormalPair> FaceNormals;                                   //CPF_Native
	class FVector ToWorld[4];                                                 //CPF_Native
	class FVector ToHeightmap[4];                                             //CPF_Native
	TArray<INT> SelectedVertices;                                             //CPF_Native
	INT ShowGrid;                                                             //CPF_Native
	TArray<INT> QuadVisibilityBitmap;                                         //CPF_NeedCtorLink
	TArray<INT> EdgeTurnBitmap;                                               //CPF_NeedCtorLink
	TArray<class UMaterial*> QuadDomMaterialBitmap;                           //CPF_NeedCtorLink
	TArray<INT> RenderCombinations;                                           //CPF_Native
	TArray<INT> VertexStreams;                                                //CPF_Native
	TArray<class FColor> VertexColors;                                        //CPF_Native
	TArray<class FColor> PaintedColor;                                        //CPF_Native
	class UTexture* CollapsedLayers;                                          //CPF_Native
	class UTexture* OldTerrainMap;                                            //CPF_Native
	TArray<BYTE> OldHeightmap;                                                //CPF_Native
	virtual ~ATerrainInfo();
	virtual void PostLoad();
	virtual void Destroy();
	virtual void Serialize(class FArchive &);
	virtual void PostEditChange();
	virtual class UPrimitive * GetPrimitive();
	virtual void CheckForErrors();
	ATerrainInfo(class ATerrainInfo const &);
	ATerrainInfo();
	void CalcCoords();
	void CalcLayerTexCoords();
	void CheckComputeDataOnLoad();
	void CombineLayerWeights();
	void ConvertHeightmapFormat();
	INT GetClosestVertex(class FVector &, class FVector *, INT *, INT *);
	INT GetEdgeTurnBitmap(INT, INT);
	INT GetGlobalVertex(INT, INT);
	TCHAR GetHeightmap(INT, INT);
	BYTE GetLayerAlpha(INT, INT, INT, class UTexture *);
	class UMaterial * GetQuadDomMaterialBitmap(INT, INT);
	INT GetQuadVisibilityBitmap(INT, INT);
	INT GetRenderCombinationNum(class TArray<int> &, enum ETerrainRenderMethod);
	class FBox GetSelectedVerticesBounds();
	class FColor GetTextureColor(INT, INT, class UTexture *);
	class FVector GetVertexNormal(INT, INT);
	class FVector HeightmapToWorld(class FVector);
	static void CDECL InternalConstructor(void *);
	INT LineCheck(struct FCheckResult &, class FVector const &, class FVector const &, class FVector const &, DWORD, INT);
	INT LineCheckWithQuad(INT, INT, struct FCheckResult &, class FVector const &, class FVector const &, class FVector const &, DWORD, INT);
	void MoveVertices(FLOAT);
	INT PointCheck(struct FCheckResult &, class FVector const &, class FVector const &, INT);
	void PrecomputeLayerWeights();
	void Render();//class FLevelSceneNode *, class FRenderInterface *, class FVisibilityInterface *, class FDynamicLight * *, INT, struct FProjectorRenderInfo * *, INT);
	void RenderDecorations(class FLevelSceneNode *, class FRenderInterface *, class FVisibilityInterface *);
	void ResetMove();
	INT SelectVertex(class FVector);
	INT SelectVertexX(INT, INT);
	void SelectVerticesInBox(class FBox &);
	void SetEdgeTurnBitmap(INT, INT, INT);
	void SetHeightmap(INT, INT, TCHAR);
	void SetLayerAlpha(FLOAT, FLOAT, INT, BYTE, class UTexture *);
	void SetQuadVisibilityBitmap(INT, INT, INT);
	void SetTextureColor(INT, INT, class UTexture *, class FColor &);
	void SetupSectors();
	void SmoothColors();
	void SoftDeselect();
	void SoftSelect(FLOAT, FLOAT);
	static class UClass * CDECL StaticClass();
	void Update(FLOAT, INT, INT, INT, INT, INT);
	void UpdateDecorations(INT);
	void UpdateFromSelectedVertices();
	void UpdateTriangles(INT, INT, INT, INT, INT, INT);
	void UpdateVertices(FLOAT, INT, INT, INT, INT);
	class FVector WorldToHeightmap(class FVector);
	void execPokeTerrain(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class ATerrainInfo & operator=(class ATerrainInfo const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UTerrainPrimitive (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UTerrainPrimitive : public UPrimitive
{
public:
	virtual ~UTerrainPrimitive();
	virtual void Serialize(class FArchive &);
	virtual INT PointCheck(struct FCheckResult &, class AActor *, class FVector const &, class FVector const &, DWORD);
	virtual INT LineCheck(struct FCheckResult &, class AActor *, class FVector const &, class FVector const &, class FVector const &, DWORD, DWORD);
	virtual void Illuminate(class AActor *, INT);
	class FBox GetRenderBoundingBox(class AActor const *, INT);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UTerrainPrimitive(class UTerrainPrimitive const &);
	UTerrainPrimitive(class ATerrainInfo *);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class UTerrainPrimitive & operator=(class UTerrainPrimitive const &);
protected:
	UTerrainPrimitive();
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UTerrainSector (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UTerrainSector : public UObject
{
public:
	virtual ~UTerrainSector();
	virtual void PostLoad();
	virtual void Destroy();
	virtual void Serialize(class FArchive &);
	void AttachProjector(class AProjector *, struct FProjectorRenderInfo *, INT, INT, INT, INT);
	void GenerateTriangles(INT);
	INT GetGlobalVertex(INT, INT);
	INT GetLocalVertex(INT, INT);
	static void CDECL InternalConstructor(void *);
	INT IsSectorAll(INT, BYTE);
	INT IsTriangleAll(INT, INT, INT, INT, INT, BYTE);
	INT PassShouldRenderTriangle(INT, INT, INT, INT, INT);
	static class UClass * CDECL StaticClass();
	void StaticLight(INT);
	UTerrainSector(class UTerrainSector const &);
	UTerrainSector(class ATerrainInfo *, INT, INT, INT, INT);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class UTerrainSector & operator=(class UTerrainSector const &);
protected:
	UTerrainSector();
private:
	static class UClass PrivateStaticClass();
};

enum EVehicleSteerType{
	 VST_Fixed=0
	,VST_Steered=1
	,VST_Inverted=2
};

// *****************************************************************************
// USVehicleWheel (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT USVehicleWheel : public UObject
{
public:
	FLOAT Steer;                                                              //CPF_Edit
	FLOAT DriveForce;                                                         //CPF_Edit
	FLOAT LongFriction;                                                       //CPF_Edit
	FLOAT LatFriction;                                                        //CPF_Edit
	FLOAT LongSlip;                                                           //CPF_Edit
	FLOAT LatSlip;                                                            //CPF_Edit
	FLOAT ChassisTorque;                                                      //CPF_Edit
	BITFIELD bPoweredWheel : 1;                                               //CPF_Edit
	BITFIELD bHandbrakeWheel : 1;                                             //CPF_Edit
	BITFIELD bTrackWheel : 1;                                                 //CPF_Edit
	BITFIELD bLeftTrack : 1;                                                  //CPF_Edit
	BYTE SteerType;                                                           //CPF_Edit
	FName BoneName;                                                           //CPF_Edit
	BYTE BoneRollAxis;                                                        //CPF_Edit
	BYTE BoneSteerAxis;                                                       //CPF_Edit
	class FVector BoneOffset;                                                 //CPF_Edit
	FLOAT WheelRadius;                                                        //CPF_Edit
	FLOAT Softness;                                                           //CPF_Edit
	FLOAT PenScale;                                                           //CPF_Edit
	FLOAT PenOffset;                                                          //CPF_Edit
	FLOAT Restitution;                                                        //CPF_Edit
	FLOAT Adhesion;                                                           //CPF_Edit
	FLOAT WheelInertia;                                                       //CPF_Edit
	FLOAT SuspensionTravel;                                                   //CPF_Edit
	FLOAT SuspensionOffset;                                                   //CPF_Edit
	FLOAT HandbrakeSlipFactor;                                                //CPF_Edit
	FLOAT HandbrakeFrictionFactor;                                            //CPF_Edit
	FLOAT SuspensionMaxRenderTravel;                                          //CPF_Edit
	FName SupportBoneName;                                                    //CPF_Edit
	BYTE SupportBoneAxis;                                                     //CPF_Edit
	class FInterpCurve LongFrictionFunc;                                      //CPF_Edit|CPF_NeedCtorLink
	class FInterpCurve LatSlipFunc;                                           //CPF_Edit|CPF_NeedCtorLink
	class FVector WheelPosition;                                              //0
	FLOAT SupportPivotDistance;                                               //0
	BITFIELD bWheelOnGround : 1;                                              //0
	FLOAT TireLoad;                                                           //0
	class FVector WheelDir;                                                   //0
	class FVector WheelAxle;                                                  //0
	FLOAT SpinVel;                                                            //0
	FLOAT TrackVel;                                                           //0
	FLOAT SlipAngle;                                                          //0
	FLOAT SlipVel;                                                            //0
	FLOAT SuspensionPosition;                                                 //0
	FLOAT CurrentRotation;                                                    //0
	void * KContact;                                                          //CPF_Transient
	virtual ~USVehicleWheel();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	USVehicleWheel(class USVehicleWheel const &);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class USVehicleWheel & operator=(class USVehicleWheel const &);
protected:
	USVehicleWheel();
private:
	static class UClass PrivateStaticClass();
};
struct ASVehicle_execDestroyed_Parms
{
};
struct ASVehicle_execTick_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
};
struct ASVehicle_execKApplyForce_Parms
{
	class FVector Force;                                                      //CPF_Parm|CPF_OutParm
	class FVector Torque;                                                     //CPF_Parm|CPF_OutParm
	FLOAT torqueScale;                                                        //0
	class FVector worldUp;                                                    //0
	class FVector torqueAxis;                                                 //0
};
struct ASVehicle_execFlip_Parms
{
	class FVector HitNormal;                                                  //CPF_Parm
	FLOAT ForceScale;                                                         //CPF_Parm
};
struct ASVehicle_eventSVehicleUpdateParams_Parms
{
};
struct ASVehicle_execJumpOffPawn_Parms
{
};
struct ASVehicle_execPostNetBeginPlay_Parms
{
};
struct ASVehicle_eventUpdateVehicle_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
};
struct ASVehicle_eventVehicleStateReceived_Parms
{
};
struct ASVehicle_execGraphData_Parms
{
	class FString DataName;                                                   //CPF_Parm|CPF_NeedCtorLink
	FLOAT DataValue;                                                          //CPF_Parm
};

// *****************************************************************************
// ASVehicle (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ASVehicle : public AVehicle
{
public:
	TArray<class USVehicleWheel*> Wheels;                                     //CPF_Edit|CPF_ExportObject|CPF_NeedCtorLink|CPF_0x04000000
	BITFIELD bVehicleOnGround : 1;                                            //0
	FLOAT VehicleMass;                                                        //CPF_Edit
	FLOAT FlipTorque;                                                         //CPF_Edit
	FLOAT FlipTime;                                                           //CPF_Edit
	FLOAT FlipScale;                                                          //0
	FLOAT FlipTimeLeft;                                                       //0
	class FVector FlipAxis;                                                   //0
	class UClass* DestroyEffectClass;                                         //CPF_Edit
	virtual ~ASVehicle();
	virtual void Destroy();
	virtual void PostEditChange();
	virtual void PostNetReceive();
	virtual void PostNetReceiveLocation();
	virtual void TickAuthoritative(FLOAT);
	virtual void TickSimulated(FLOAT);
	virtual void PostBeginPlay();
	virtual void setPhysics(BYTE, class AActor *, class FVector);
	virtual void physKarma(FLOAT);
	virtual void preKarmaStep(FLOAT);
	virtual void preContactUpdate();
	virtual void UpdateVehicle(FLOAT);
	ASVehicle(class ASVehicle const &);
	ASVehicle();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	void eventSVehicleUpdateParams();
	void eventUpdateVehicle(FLOAT);
	void eventVehicleStateReceived();
	void execGraphData(struct FFrame &, void * const);
	void execUpdateVehicle(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class ASVehicle & operator=(class ASVehicle const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// AStaticMeshActor (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AStaticMeshActor : public AActor
{
public:
	BITFIELD bExactProjectileCollision : 1;                                   //CPF_Edit
	virtual ~AStaticMeshActor();
	AStaticMeshActor(class AStaticMeshActor const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class AStaticMeshActor & operator=(class AStaticMeshActor const &);
protected:
	AStaticMeshActor();
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UStaticMeshInstance (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UStaticMeshInstance : public UObject
{
public:
	virtual ~UStaticMeshInstance();
	virtual void Serialize(class FArchive &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UStaticMeshInstance(class UStaticMeshInstance const &);
	UStaticMeshInstance();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UStaticMeshInstance & operator=(class UStaticMeshInstance const &);
private:
	static class UClass PrivateStaticClass();
};

// -----------------------------------------------------------------------------
// FStaticMeshMaterial ('Struct' From Unreal)
// -----------------------------------------------------------------------------
class DLL_IMPORT FStaticMeshMaterial
{
public:
	class UMaterial* Material;                                            //CPF_Edit
	BITFIELD EnableCollision : 1;                                         //CPF_Edit
	FStaticMeshMaterial(class UMaterial *);
	class FStaticMeshMaterial & operator=(class FStaticMeshMaterial const &);
};

// *****************************************************************************
// UStaticMesh (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UStaticMesh : public UPrimitive
{
public:
	TArray<class FStaticMeshMaterial> Materials;                              //CPF_Edit|CPF_ConstRef|CPF_NeedCtorLink
	char Unknown2[0x001c];
	BITFIELD UseSimpleLineCollision : 1;                                      //CPF_Edit
	BITFIELD UseSimpleBoxCollision : 1;                                       //CPF_Edit
	BITFIELD UseVertexColor : 1;                                              //CPF_Edit
	BITFIELD UseSimpleKarmaCollision : 1;                                     //CPF_Edit
	virtual ~UStaticMesh();
	virtual void PostLoad();
	virtual void Destroy();
	virtual void Serialize(class FArchive &);
	virtual void PostEditChange();
	virtual void Rename(TCHAR const *, class UObject *);
	virtual INT PointCheck(struct FCheckResult &, class AActor *, class FVector const &, class FVector const &, DWORD);
	virtual INT LineCheck(struct FCheckResult &, class AActor *, class FVector const &, class FVector const &, class FVector const &, DWORD, DWORD);
	virtual class FBox GetRenderBoundingBox(class AActor const *);
	virtual class FSphere GetRenderBoundingSphere(class AActor const *);
	virtual class FBox GetCollisionBoundingBox(class AActor const *) const;
	virtual INT UseCylinderCollision(class AActor const *);
	virtual void Illuminate(class AActor *, INT);
	virtual class FVector GetEncroachExtent(class AActor *);
	virtual class FVector GetEncroachCenter(class AActor *);
	virtual void CheckForErrors();
	void Build(INT, class FVector *);
	DWORD CreateAuthenticationKey(INT);
	class UMaterial * GetSkin(class AActor *, INT);
	static void CDECL InternalConstructor(void *);
	INT NeededRebuild();
	static class UClass * CDECL StaticClass();
	void StaticConstructor();
	UStaticMesh(class UStaticMesh const &);
	UStaticMesh();
	INT ValidateAuthenticationKey();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UStaticMesh & operator=(class UStaticMesh const &);
private:
	static class UClass PrivateStaticClass();
};

enum EParticleDirectionUsage{
	 PTDU_None=0
	,PTDU_Up=1
	,PTDU_Right=2
	,PTDU_Forward=3
	,PTDU_Normal=4
	,PTDU_UpAndNormal=5
	,PTDU_RightAndNormal=6
	,PTDU_Scale=7
};

// *****************************************************************************
// USpriteEmitter (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT USpriteEmitter : public UParticleEmitter
{
public:
	BYTE UseDirectionAs;                                                      //CPF_Edit
	class FVector ProjectionNormal;                                           //CPF_Edit
	class FVector RealProjectionNormal;                                       //CPF_Transient
	virtual ~USpriteEmitter();
	virtual void PostEditChange();
	virtual void Initialize(INT);
	virtual void CleanUp();
	virtual INT UpdateParticles(FLOAT);
	virtual INT RenderParticles();//class FDynamicActor *, class FLevelSceneNode *, class TList<class FDynamicLight *> *, class FRenderInterface *);
	virtual INT FillVertexBuffer(class FSpriteParticleVertex *, class FLevelSceneNode *);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	USpriteEmitter(class USpriteEmitter const &);
	USpriteEmitter();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class USpriteEmitter & operator=(class USpriteEmitter const &);
private:
	static class UClass PrivateStaticClass();
};

// -----------------------------------------------------------------------------
// FParticleSparkData ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FParticleSparkData
{
public:
	FLOAT TimeBeforeVisible;                                              //0
	FLOAT TimeBetweenSegments;                                            //0
	class FVector StartLocation;                                          //0
	class FVector StartVelocity;                                          //0
};

// *****************************************************************************
// USparkEmitter (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT USparkEmitter : public UParticleEmitter
{
public:
	class FRange LineSegmentsRange;                                           //CPF_Edit
	class FRange TimeBeforeVisibleRange;                                      //CPF_Edit
	class FRange TimeBetweenSegmentsRange;                                    //CPF_Edit
	TArray<struct FParticleSparkData> SparkData;                              //CPF_Transient|CPF_NeedCtorLink
	class UVertexBuffer* VertexBuffer;                                        //CPF_Transient
	class UIndexBuffer* IndexBuffer;                                          //CPF_Transient
	INT NumSegments;                                                          //CPF_Transient
	INT VerticesPerParticle;                                                  //CPF_Transient
	INT IndicesPerParticle;                                                   //CPF_Transient
	INT PrimitivesPerParticle;                                                //CPF_Transient
	virtual ~USparkEmitter();
	virtual void PostEditChange();
	virtual void Initialize(INT);
	virtual void CleanUp();
	virtual void SpawnParticle(INT, FLOAT, INT, INT, class FVector const &);
	virtual INT UpdateParticles(FLOAT);
	virtual INT RenderParticles();//class FDynamicActor *, class FLevelSceneNode *, class TList<class FDynamicLight *> *, class FRenderInterface *);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	USparkEmitter(class USparkEmitter const &);
	USparkEmitter();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class USparkEmitter & operator=(class USparkEmitter const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UAnimNotify_MatSubAction (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UAnimNotify_MatSubAction : public UAnimNotify
{
public:
	class UMatSubAction* SubAction;                                           //CPF_Edit|CPF_0x04000000
	virtual ~UAnimNotify_MatSubAction();
	virtual void Notify(class UMeshInstance *, class AActor *);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UAnimNotify_MatSubAction(class UAnimNotify_MatSubAction const &);
	UAnimNotify_MatSubAction();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class UAnimNotify_MatSubAction & operator=(class UAnimNotify_MatSubAction const &);
private:
	static class UClass PrivateStaticClass();
};
struct UAnimNotify_Scripted_eventNotify_Parms
{
	class AActor* Owner;                                                      //CPF_Parm
};

// *****************************************************************************
// UAnimNotify_Scripted (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UAnimNotify_Scripted : public UAnimNotify
{
public:
	virtual ~UAnimNotify_Scripted();
	virtual void Notify(class UMeshInstance *, class AActor *);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UAnimNotify_Scripted(class UAnimNotify_Scripted const &);
	UAnimNotify_Scripted();
	void eventNotify(class AActor *);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class UAnimNotify_Scripted & operator=(class UAnimNotify_Scripted const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UAnimNotify_Script (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UAnimNotify_Script : public UAnimNotify
{
public:
	FName NotifyName;                                                         //CPF_Edit
	virtual ~UAnimNotify_Script();
	virtual void Notify(class UMeshInstance *, class AActor *);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UAnimNotify_Script(class UAnimNotify_Script const &);
	UAnimNotify_Script();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class UAnimNotify_Script & operator=(class UAnimNotify_Script const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UAnimNotify_LIPSinc (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UAnimNotify_LIPSinc : public UAnimNotify
{
public:
	FName LIPSincAnimName;                                                    //CPF_Edit
	FLOAT Volume;                                                             //CPF_Edit
	INT Radius;                                                               //CPF_Edit
	FLOAT Pitch;                                                              //CPF_Edit
	virtual ~UAnimNotify_LIPSinc();
	virtual void Notify(class UMeshInstance *, class AActor *);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UAnimNotify_LIPSinc(class UAnimNotify_LIPSinc const &);
	UAnimNotify_LIPSinc();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class UAnimNotify_LIPSinc & operator=(class UAnimNotify_LIPSinc const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UAnimNotify_Sound (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UAnimNotify_Sound : public UAnimNotify
{
public:
	class USound* Sound;                                                      //CPF_Edit
	FLOAT Volume;                                                             //CPF_Edit
	INT Radius;                                                               //CPF_Edit
	virtual ~UAnimNotify_Sound();
	virtual void Notify(class UMeshInstance *, class AActor *);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UAnimNotify_Sound(class UAnimNotify_Sound const &);
	UAnimNotify_Sound();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class UAnimNotify_Sound & operator=(class UAnimNotify_Sound const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UAnimNotify_DestroyEffect (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UAnimNotify_DestroyEffect : public UAnimNotify
{
public:
	FName DestroyTag;                                                         //CPF_Edit
	BITFIELD bExpireParticles : 1;                                            //CPF_Edit
	virtual ~UAnimNotify_DestroyEffect();
	virtual void Notify(class UMeshInstance *, class AActor *);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UAnimNotify_DestroyEffect(class UAnimNotify_DestroyEffect const &);
	UAnimNotify_DestroyEffect();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class UAnimNotify_DestroyEffect & operator=(class UAnimNotify_DestroyEffect const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UAnimNotify_Effect (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UAnimNotify_Effect : public UAnimNotify
{
public:
	class UClass* EffectClass;                                                //CPF_Edit
	FName Bone;                                                               //CPF_Edit
	class FVector OffsetLocation;                                             //CPF_Edit
	class FRotator OffsetRotation;                                            //CPF_Edit
	BITFIELD Attach : 1;                                                      //CPF_Edit
	FName Tag;                                                                //CPF_Edit
	FLOAT DrawScale;                                                          //CPF_Edit
	class FVector DrawScale3D;                                                //CPF_Edit
	class AActor* LastSpawnedEffect;                                          //CPF_Transient
	virtual ~UAnimNotify_Effect();
	virtual void Notify(class UMeshInstance *, class AActor *);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UAnimNotify_Effect(class UAnimNotify_Effect const &);
	UAnimNotify_Effect();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class UAnimNotify_Effect & operator=(class UAnimNotify_Effect const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// USkeletalMeshInstance (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT USkeletalMeshInstance : public ULodMeshInstance
{
public:
	virtual ~USkeletalMeshInstance();
	virtual void Destroy();
	virtual void Serialize(class FArchive &);
	virtual class FBox GetRenderBoundingBox(class AActor const *);
	virtual class FSphere GetRenderBoundingSphere(class AActor const *);
	virtual class USkeletalMeshInstance * GetUSkeletalMeshInstance();
	virtual void SetMesh(class UMesh *);
	virtual INT UpdateAnimation(FLOAT);
	virtual INT PlayAnim(INT, class FName, FLOAT, FLOAT, INT);
	virtual INT GetAnimCount();
	virtual void * GetAnimIndexed(INT);
	virtual void * GetAnimNamed(class FName);
	virtual class FName AnimGetName(void *);
	virtual class FName AnimGetGroup(void *);
	virtual INT AnimIsInGroup(void *, class FName);
	virtual FLOAT AnimGetFrameCount(void *);
	virtual FLOAT AnimGetRate(void *);
	virtual INT AnimGetNotifyCount(void *);
	virtual FLOAT AnimGetNotifyTime(void *, INT);
	virtual TCHAR const * AnimGetNotifyText(void *, INT);
	virtual class UAnimNotify * AnimGetNotifyObject(void *, INT);
	virtual INT IsAnimating(INT);
	virtual INT FreezeAnimAt(FLOAT, INT);
	virtual INT IsAnimTweening(INT);
	virtual INT IsAnimLooping(INT);
	virtual INT IsAnimPastLastFrame(INT);
	virtual INT AnimStopLooping(INT);
	virtual class FName GetActiveAnimSequence(INT);
	virtual FLOAT GetActiveAnimRate(INT);
	virtual FLOAT GetActiveAnimFrame(INT);
	virtual INT SetBlendParams(INT, FLOAT, FLOAT, FLOAT, class FName, INT);
	virtual INT SetBoneLocation(class FName, class FVector, FLOAT);
	virtual INT SetBoneRotation(class FName, class FRotator, INT, FLOAT);
	virtual INT SetBoneScale(INT, FLOAT, class FName);
	virtual INT MatchRefBone(class FName);
	virtual void SetAnimFrame(INT, FLOAT, INT);
	virtual INT AnimForcePose(class FName, FLOAT, FLOAT, INT);
	virtual class UMaterial * GetMaterial(INT, class AActor *);
	virtual void GetFrame(class AActor *, class FLevelSceneNode *, class FVector *, INT, INT &, DWORD);
	virtual class FMatrix MeshToWorld();
	virtual void Render();//class FDynamicActor *, class FLevelSceneNode *, class TList<class FDynamicLight *> *, class TList<struct FProjectorRenderInfo *> *, class FRenderInterface *);
	virtual void SetScale(class FVector);
	virtual void MeshBuildBounds();
	virtual void GetMeshVerts(class AActor *, class FVector *, INT, INT &);
	virtual void ActualizeAnimLinkups();
	virtual class UMeshAnimation * FindAnimObjectForSequence(class FName);
	virtual void ForceBoneRefresh();
	virtual class UMeshAnimation * CurrentSkelAnim(INT);
	virtual void MeshSkinVertsCallback(void *);
	virtual INT ActiveVertStreamSize();
	void BlendToAlpha(INT, FLOAT, FLOAT);
	void ClearSkelAnims();
	void CopyAnimation(INT, INT);
	class FString CurrentLIPSincAnim();
	INT EnableChannelNotify(INT, INT);
	void ForceAnimRate(INT, FLOAT);
	void ForceGetFrame();
	void ForceUpdate();
	INT GetAnimChannelCount();
	FLOAT GetAnimFrame(INT);
	FLOAT GetAnimRateOnChannel(INT);
	class FName GetAnimSequence(INT);
	FLOAT GetBlendAlpha(INT);
	class FCoords GetBoneCoords(DWORD);
	class FRotator GetBoneRotation(DWORD, INT);
	class FRotator GetBoneRotation(class FName, INT);
	INT GetMeshJointsAndNormals(class AActor *, class TArray<class FVector> *, INT);
	INT GetMeshVertsAndNormals(class AActor *, class TArray<class FVector> *);
	class FVector GetRootLocation();
	class FVector GetRootLocationDelta();
	class FRotator GetRootRotation();
	class FRotator GetRootRotationDelta();
	class FCoords GetTagCoords(class FName);
	INT HasLIPSincAnim(class FName);
	static void CDECL InternalConstructor(void *);
	INT IsPlayingLIPSincAnim();
	INT LockRootMotion(INT);
	INT PauseLIPSincAnim();
	void PlayLIPSincAnim(class FName, FLOAT, FLOAT, FLOAT);
	INT ResumeLIPSincAnim();
	void SetAnimRate(INT, FLOAT);
	void SetAnimSequence(INT, class FName);
	void SetBlendAlpha(INT, FLOAT);
	INT SetBoneDirection(class FName, class FRotator, class FVector, FLOAT, INT);
	INT SetSkelAnim(class UMeshAnimation *, class USkeletalMesh *);
	static class UClass * CDECL StaticClass();
	INT StopAnimating(INT);
	INT StopLIPSincAnim();
	USkeletalMeshInstance(class USkeletalMeshInstance const &);
	USkeletalMeshInstance();
	void UpdateBlendAlpha(INT, FLOAT, FLOAT);
	INT ValidateAnimChannel(INT);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class USkeletalMeshInstance & operator=(class USkeletalMeshInstance const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// USkeletalMesh (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT USkeletalMesh : public ULodMesh
{
public:
	virtual ~USkeletalMesh();
	virtual void PostLoad();
	virtual void Destroy();
	virtual void Serialize(class FArchive &);
	virtual INT PointCheck(struct FCheckResult &, class AActor *, class FVector const &, class FVector const &, DWORD);
	virtual INT LineCheck(struct FCheckResult &, class AActor *, class FVector const &, class FVector const &, class FVector const &, DWORD, DWORD);
	virtual class FBox GetRenderBoundingBox(class AActor const *);
	virtual class FSphere GetRenderBoundingSphere(class AActor const *);
	virtual class FBox GetCollisionBoundingBox(class AActor const *) const;
	virtual INT UseCylinderCollision(class AActor const *);
	virtual class UClass * MeshGetInstanceClass();
	virtual class USkeletalMesh * GetUSkeletalMesh();
	virtual DWORD CreateAuthenticationKey(INT);
	virtual INT ValidateAuthenticationKey();
	virtual INT MemFootprint(INT);
	void CalculateNormals(class TArray<class FVector> &, INT);
	INT ConformSkeletonTo(class USkeletalMesh *, INT);
	void ExtractRigidParts(INT, INT, INT, INT);
	struct FSkelBoneSphere * FindBoneCollisionSphere(class FName);
	void FlipFaces();
	void GenerateLodModel(INT, FLOAT, FLOAT, INT, INT);
	void InsertLodModel(INT, class USkeletalMesh *, FLOAT, INT);
	static void CDECL InternalConstructor(void *);
	INT LODFootprint(INT, INT);
	INT LinkupLIPSincBones();
	INT MatchRefBone(class FName);
	void NormalizeInfluences(INT);
	void ReconstructRawMesh();
	INT RenderPreProcess();
	INT SetAttachAlias(class FName, class FName, class FCoords &);
	INT SetAttachmentLocation(class AActor *, class AActor *);
	static class UClass * CDECL StaticClass();
	USkeletalMesh(class USkeletalMesh const &);
	USkeletalMesh();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class USkeletalMesh & operator=(class USkeletalMesh const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UAnimation (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UAnimation : public UObject
{
public:
	virtual ~UAnimation();
	virtual void Serialize(class FArchive &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UAnimation(class UAnimation const &);
	UAnimation();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class UAnimation & operator=(class UAnimation const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UMeshAnimation (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UMeshAnimation : public UObject
{
public:
	virtual ~UMeshAnimation();
	virtual void PostLoad();
	virtual void Serialize(class FArchive &);
	virtual struct FMeshAnimSeq * GetAnimSeq(class FName);
	virtual void InitForDigestion();
	virtual class MotionChunk * GetMovement(class FName);
	virtual INT AdjustMovement(class FName, class FCoords);
	virtual void ConformBones(class UMeshAnimation *, class USkeletalMesh *);
	virtual INT MemFootprint();
	virtual INT SequenceMemFootprint(class FName);
	virtual INT SortSequencesByName();
	virtual INT MoveSequenceByIndex(INT, INT);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UMeshAnimation(class UMeshAnimation const &);
	UMeshAnimation();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UMeshAnimation & operator=(class UMeshAnimation const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UShadowBitmapMaterial (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UShadowBitmapMaterial : public UBitmapMaterial
{
public:
	void * TextureInterfaces[2];                                              //CPF_Transient
	class AActor* ShadowActor;                                                //0
	class FVector LightDirection;                                             //0
	FLOAT LightDistance;                                                      //0
	FLOAT LightFOV;                                                           //0
	BITFIELD Dirty : 1;                                                       //0
	BITFIELD Invalid : 1;                                                     //0
	BITFIELD bBlobShadow : 1;                                                 //0
	FLOAT CullDistance;                                                       //0
	BYTE ShadowDarkness;                                                      //0
	class UBitmapMaterial* BlobShadow;                                        //0
	virtual ~UShadowBitmapMaterial();
	virtual void Destroy();
	virtual class FBaseTexture * GetRenderInterface();
	virtual class UBitmapMaterial * Get(DOUBLE, class UViewport *);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UShadowBitmapMaterial(class UShadowBitmapMaterial const &);
	UShadowBitmapMaterial();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UShadowBitmapMaterial & operator=(class UShadowBitmapMaterial const &);
private:
	static class UClass PrivateStaticClass();
};

// -----------------------------------------------------------------------------
// Probation ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT Probation
{
};
struct ASecurity_execClientMessage_Parms
{
	class FString S;                                                          //CPF_Parm|CPF_NeedCtorLink
};
struct ASecurity_execBadClient_Parms
{
	INT Code;                                                                 //CPF_Parm
	class FString Data;                                                       //CPF_Parm|CPF_NeedCtorLink
};
struct ASecurity_execPerform_Parms
{
	INT SecType;                                                              //CPF_Parm
	class FString Param1;                                                     //CPF_Parm|CPF_NeedCtorLink
	class FString Param2;                                                     //CPF_Parm|CPF_NeedCtorLink
	FLOAT TimeOut;                                                            //CPF_Parm
};
struct ASecurity_eventServerCallback_Parms
{
	INT SecType;                                                              //CPF_Parm
	class FString Data;                                                       //CPF_Parm|CPF_NeedCtorLink
};
struct ASecurity_execClientPerform_Parms
{
	INT SecType;                                                              //CPF_Parm
	class FString Param1;                                                     //CPF_Parm|CPF_NeedCtorLink
	class FString Param2;                                                     //CPF_Parm|CPF_NeedCtorLink
};
struct ASecurity_execLocalPerform_Parms
{
	INT SecType;                                                              //CPF_Parm
	class FString Param1;                                                     //CPF_Parm|CPF_NeedCtorLink
	class FString Param2;                                                     //CPF_Parm|CPF_NeedCtorLink
	TArray<class FString> Results;                                            //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
};
struct ASecurity_execNativePerform_Parms
{
	INT SecType;                                                              //CPF_Parm
	class FString Param1;                                                     //CPF_Parm|CPF_NeedCtorLink
	class FString Param2;                                                     //CPF_Parm|CPF_NeedCtorLink
};

// *****************************************************************************
// ASecurity (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ASecurity : public AInfo
{
public:
	INT LastType;                                                             //0
	class FString LastParams[2];                                              //CPF_NeedCtorLink
	virtual ~ASecurity();
	ASecurity(class ASecurity const &);
	ASecurity();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	void eventServerCallback(INT, class FString const &);
	void execLocalPerform(struct FFrame &, void * const);
	void execNativePerform(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class ASecurity & operator=(class ASecurity const &);
private:
	static class UClass PrivateStaticClass();
};
struct UScriptedTexture_execDrawPortal_Parms
{
	INT X;                                                                    //CPF_Parm
	INT Y;                                                                    //CPF_Parm
	INT Width;                                                                //CPF_Parm
	INT Height;                                                               //CPF_Parm
	class AActor* CamActor;                                                   //CPF_Parm
	class FVector CamLocation;                                                //CPF_Parm
	class FRotator CamRotation;                                               //CPF_Parm
	INT FOV;                                                                  //CPF_Parm
	BITFIELD ClearZ : 1;                                                      //CPF_Parm
};
struct UScriptedTexture_execDrawTile_Parms
{
	FLOAT X;                                                                  //CPF_Parm
	FLOAT Y;                                                                  //CPF_Parm
	FLOAT XL;                                                                 //CPF_Parm
	FLOAT YL;                                                                 //CPF_Parm
	FLOAT U;                                                                  //CPF_Parm
	FLOAT V;                                                                  //CPF_Parm
	FLOAT UL;                                                                 //CPF_Parm
	FLOAT VL;                                                                 //CPF_Parm
	class UMaterial* Material;                                                //CPF_Parm
	class FColor Color;                                                       //CPF_Parm
};
struct UScriptedTexture_execTextSize_Parms
{
	class FString Text;                                                       //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	class UFont* Font;                                                        //CPF_Parm
	INT Width;                                                                //CPF_Parm|CPF_OutParm
	INT Height;                                                               //CPF_Parm|CPF_OutParm
};
struct UScriptedTexture_execDrawText_Parms
{
	INT StartX;                                                               //CPF_Parm
	INT StartY;                                                               //CPF_Parm
	class FString Text;                                                       //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	class UFont* Font;                                                        //CPF_Parm
	class FColor Color;                                                       //CPF_Parm
};
struct UScriptedTexture_execSetSize_Parms
{
	INT Width;                                                                //CPF_Parm
	INT Height;                                                               //CPF_Parm
};

// *****************************************************************************
// UScriptedTexture (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UScriptedTexture : public UBitmapMaterial
{
public:
	void * RenderTarget;                                                      //CPF_Transient
	class UViewport* RenderViewport;                                          //CPF_Transient
	class AActor* Client;                                                     //0
	INT Revision;                                                             //CPF_Transient
	INT OldRevision;                                                          //CPF_Transient
	INT Invalid;                                                              //CPF_Transient
	virtual ~UScriptedTexture();
	virtual void Destroy();
	virtual void PostEditChange();
	virtual class FBaseTexture * GetRenderInterface();
	virtual class UBitmapMaterial * Get(DOUBLE, class UViewport *);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UScriptedTexture(class UScriptedTexture const &);
	UScriptedTexture();
	void execDrawPortal(struct FFrame &, void * const);
	void execDrawText(struct FFrame &, void * const);
	void execDrawTile(struct FFrame &, void * const);
	void execSetSize(struct FFrame &, void * const);
	void execTextSize(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UScriptedTexture & operator=(class UScriptedTexture const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// ALookTarget (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ALookTarget : public AKeypoint
{
public:
	virtual ~ALookTarget();
	ALookTarget(class ALookTarget const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class ALookTarget & operator=(class ALookTarget const &);
protected:
	ALookTarget();
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// USubActionSubTitle (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT USubActionSubTitle : public UMatSubAction
{
public:
	BYTE SubTitleMode;                                                        //CPF_Edit
	virtual ~USubActionSubTitle();
	virtual INT Update(FLOAT, class ASceneManager *);
	virtual class FString GetStatString();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	USubActionSubTitle(class USubActionSubTitle const &);
	USubActionSubTitle();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class USubActionSubTitle & operator=(class USubActionSubTitle const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// USubActionSceneSpeed (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT USubActionSceneSpeed : public UMatSubAction
{
public:
	class FRange SceneSpeed;                                                  //CPF_Edit
	virtual ~USubActionSceneSpeed();
	virtual INT Update(FLOAT, class ASceneManager *);
	virtual class FString GetStatString();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	USubActionSceneSpeed(class USubActionSceneSpeed const &);
	USubActionSceneSpeed();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class USubActionSceneSpeed & operator=(class USubActionSceneSpeed const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// USubActionGameSpeed (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT USubActionGameSpeed : public UMatSubAction
{
public:
	class FRange GameSpeed;                                                   //CPF_Edit
	virtual ~USubActionGameSpeed();
	virtual INT Update(FLOAT, class ASceneManager *);
	virtual class FString GetStatString();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	USubActionGameSpeed(class USubActionGameSpeed const &);
	USubActionGameSpeed();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class USubActionGameSpeed & operator=(class USubActionGameSpeed const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// USubActionOrientation (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT USubActionOrientation : public UMatSubAction
{
public:
	struct FOrientation CamOrientation;                                       //CPF_Edit
	virtual ~USubActionOrientation();
	virtual void PostLoad();
	virtual INT Update(FLOAT, class ASceneManager *);
	virtual class FString GetStatString();
	virtual INT IsRunning();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	USubActionOrientation(class USubActionOrientation const &);
	USubActionOrientation();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class USubActionOrientation & operator=(class USubActionOrientation const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// USubActionCameraShake (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT USubActionCameraShake : public UMatSubAction
{
public:
	class FRangeVector Shake;                                                 //CPF_Edit
	virtual ~USubActionCameraShake();
	virtual INT Update(FLOAT, class ASceneManager *);
	virtual class FString GetStatString();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	USubActionCameraShake(class USubActionCameraShake const &);
	USubActionCameraShake();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class USubActionCameraShake & operator=(class USubActionCameraShake const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// USubActionFOV (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT USubActionFOV : public UMatSubAction
{
public:
	class FRange FOV;                                                         //CPF_Edit
	virtual ~USubActionFOV();
	virtual INT Update(FLOAT, class ASceneManager *);
	virtual class FString GetStatString();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	USubActionFOV(class USubActionFOV const &);
	USubActionFOV();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class USubActionFOV & operator=(class USubActionFOV const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// USubActionTrigger (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT USubActionTrigger : public UMatSubAction
{
public:
	FName EventName;                                                          //CPF_Edit
	virtual ~USubActionTrigger();
	virtual INT Update(FLOAT, class ASceneManager *);
	virtual class FString GetStatString();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	USubActionTrigger(class USubActionTrigger const &);
	USubActionTrigger();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class USubActionTrigger & operator=(class USubActionTrigger const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// USubActionFade (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT USubActionFade : public UMatSubAction
{
public:
	class FColor FadeColor;                                                   //CPF_Edit
	BITFIELD bFadeOut : 1;                                                    //CPF_Edit
	virtual ~USubActionFade();
	virtual INT Update(FLOAT, class ASceneManager *);
	virtual class FString GetStatString();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	USubActionFade(class USubActionFade const &);
	USubActionFade();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class USubActionFade & operator=(class USubActionFade const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// AMatDemoActor (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AMatDemoActor : public AActor
{
public:
	virtual ~AMatDemoActor();
	AMatDemoActor(class AMatDemoActor const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class AMatDemoActor & operator=(class AMatDemoActor const &);
protected:
	AMatDemoActor();
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UActionPause (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UActionPause : public UMatAction
{
public:
	virtual ~UActionPause();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UActionPause(class UActionPause const &);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class UActionPause & operator=(class UActionPause const &);
protected:
	UActionPause();
private:
	static class UClass PrivateStaticClass();
};

enum EPathStyle{
	 PATHSTYLE_Linear=0
	,PATHSTYLE_Bezier=1
};

// *****************************************************************************
// UActionMoveCamera (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UActionMoveCamera : public UMatAction
{
public:
	BYTE PathStyle;                                                           //CPF_Edit|CPF_Config
	virtual ~UActionMoveCamera();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UActionMoveCamera(class UActionMoveCamera const &);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class UActionMoveCamera & operator=(class UActionMoveCamera const &);
protected:
	UActionMoveCamera();
private:
	static class UClass PrivateStaticClass();
};

enum EMeshSectionMethod{
	 MSM_SmoothOnly=0
	,MSM_RigidOnly=1
	,MSM_Mixed=2
	,MSM_SinglePiece=3
	,MSM_ForcedRigid=4
};
enum EImpLightMode{
	 ILM_Unlit=0
	,ILM_PseudoShaded=1
	,ILM_Uniform=2
};
enum EImpDrawMode{
	 IDM_Normal=0
	,IDM_Fading=1
};
enum EImpSpaceMode{
	 ISM_Sprite=0
	,ISM_Fixed=1
	,ISM_PivotVertical=2
	,ISM_PivotHorizontal=3
};

// *****************************************************************************
// UMeshObject (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UMeshObject : public UObject
{
public:
	virtual ~UMeshObject();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UMeshObject(class UMeshObject const &);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class UMeshObject & operator=(class UMeshObject const &);
protected:
	UMeshObject();
private:
	static class UClass PrivateStaticClass();
};

enum EAffect{
	 AFFECT_ViewportCamera=0
	,AFFECT_Actor=1
};

// -----------------------------------------------------------------------------
// FInterpolator ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FInterpolator
{
public:
	INT bDone;                                                            //CPF_Edit
	FLOAT _value;                                                         //CPF_Edit
	FLOAT _remainingTime;                                                 //CPF_Edit
	FLOAT _totalTime;                                                     //CPF_Edit
	FLOAT _speed;                                                         //CPF_Edit
	FLOAT _acceleration;                                                  //CPF_Edit
};
struct ASceneManager_eventSceneEnded_Parms
{
};
struct ASceneManager_eventSceneStarted_Parms
{
	class AController* P;                                                     //0
	class AAIScript* S;                                                       //0
};
struct ASceneManager_execTrigger_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class APawn* EventInstigator;                                             //CPF_Parm
};
struct ASceneManager_execBeginPlay_Parms
{
};
struct ASceneManager_execAbortScene_Parms
{
};
struct ASceneManager_execGetTotalSceneTime_Parms
{
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};

// *****************************************************************************
// ASceneManager (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ASceneManager : public AInfo
{
public:
	TArray<class UMatAction*> Actions;                                        //CPF_Edit|CPF_ExportObject|CPF_NeedCtorLink|CPF_0x04000000
	BYTE Affect;                                                              //CPF_Edit|CPF_Config
	class AActor* AffectedActor;                                              //CPF_Edit
	BITFIELD bLooping : 1;                                                    //CPF_Edit
	BITFIELD bCinematicView : 1;                                              //CPF_Edit
	FName PlayerScriptTag;                                                    //CPF_Edit
	FName NextSceneTag;                                                       //CPF_Edit
	FName EventStart;                                                         //CPF_Edit
	FName EventEnd;                                                           //CPF_Edit
	BITFIELD bHideHUD : 1;                                                    //CPF_Edit
	FLOAT PctSceneComplete;                                                   //CPF_Transient
	class UMatAction* CurrentAction;                                          //CPF_Transient
	FLOAT SceneSpeed;                                                         //CPF_Transient
	FLOAT TotalSceneTime;                                                     //CPF_Transient
	class AActor* Viewer;                                                     //CPF_Transient
	class APawn* OldPawn;                                                     //CPF_Transient
	BITFIELD bIsRunning : 1;                                                  //CPF_Transient
	BITFIELD bIsSceneStarted : 1;                                             //CPF_Transient
	FLOAT CurrentTime;                                                        //CPF_Transient
	TArray<class FVector> SampleLocations;                                    //CPF_Transient|CPF_NeedCtorLink
	TArray<class UMatSubAction*> SubActions;                                  //CPF_Transient|CPF_NeedCtorLink
	struct FOrientation CamOrientation;                                       //CPF_Transient
	struct FOrientation PrevOrientation;                                      //CPF_Transient
	struct FInterpolator RotInterpolator;                                     //CPF_Transient
	class FVector CameraShake;                                                //CPF_Transient
	class FVector DollyOffset;                                                //CPF_Transient
	BITFIELD bAbortCinematic : 1;                                             //CPF_Transient
	virtual ~ASceneManager();
	virtual void PostEditChange();
	virtual INT Tick(FLOAT, enum ELevelTick);
	virtual void PostBeginPlay();
	virtual void CheckForErrors();
	ASceneManager(class ASceneManager const &);
	ASceneManager();
	void ChangeOrientation(struct FOrientation);
	void CleanupPreviewActors();
	void DeletePathSamples();
	class UMatAction * GetActionFromPct(FLOAT);
	FLOAT GetActionPctFromScenePct(FLOAT);
	class FVector GetLocation(class TArray<class FVector> *, FLOAT);
	class FRotator GetRotation(class TArray<class FVector> *, FLOAT, class FVector, class FRotator, class UMatAction *, INT);
	FLOAT GetTotalSceneTime();
	void InitializePreviewActors();
	static void CDECL InternalConstructor(void *);
	void PreparePath();
	void RefreshSubActions(FLOAT);
	void SceneEnded();
	void SceneStarted();
	void SetCurrentTime(FLOAT);
	void SetSceneStartTime();
	static class UClass * CDECL StaticClass();
	void StraightenBezierHandles();
	void UpdatePreviewActors(FLOAT);
	void UpdateViewerFromPct(FLOAT);
	void eventSceneEnded();
	void eventSceneStarted();
	void execAbortScene(struct FFrame &, void * const);
	void execGetTotalSceneTime(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class ASceneManager & operator=(class ASceneManager const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// USkinVertexBuffer (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT USkinVertexBuffer : public URenderResource
{
public:
	virtual ~USkinVertexBuffer();
	virtual void Serialize(class FArchive &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	USkinVertexBuffer(class USkinVertexBuffer const &);
	USkinVertexBuffer();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class USkinVertexBuffer & operator=(class USkinVertexBuffer const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UIndexBuffer (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UIndexBuffer : public URenderResource
{
public:
	virtual ~UIndexBuffer();
	virtual void Serialize(class FArchive &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UIndexBuffer(class UIndexBuffer const &);
	UIndexBuffer();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UIndexBuffer & operator=(class UIndexBuffer const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UVertexBuffer (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UVertexBuffer : public UVertexStreamBase
{
public:
	virtual ~UVertexBuffer();
	virtual void Serialize(class FArchive &);
	virtual void * GetData();
	virtual INT GetDataSize();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UVertexBuffer(class UVertexBuffer const &);
	UVertexBuffer(DWORD);
	UVertexBuffer();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UVertexBuffer & operator=(class UVertexBuffer const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UVertexStreamPosNormTex (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UVertexStreamPosNormTex : public UVertexStreamBase
{
public:
	virtual ~UVertexStreamPosNormTex();
	virtual void Serialize(class FArchive &);
	virtual void * GetData();
	virtual INT GetDataSize();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UVertexStreamPosNormTex(class UVertexStreamPosNormTex const &);
	UVertexStreamPosNormTex(DWORD);
	UVertexStreamPosNormTex();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class UVertexStreamPosNormTex & operator=(class UVertexStreamPosNormTex const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UVertexStreamUV (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UVertexStreamUV : public UVertexStreamBase
{
public:
	virtual ~UVertexStreamUV();
	virtual void Serialize(class FArchive &);
	virtual void * GetData();
	virtual INT GetDataSize();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UVertexStreamUV(class UVertexStreamUV const &);
	UVertexStreamUV(DWORD);
	UVertexStreamUV();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class UVertexStreamUV & operator=(class UVertexStreamUV const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UVertexStreamCOLOR (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UVertexStreamCOLOR : public UVertexStreamBase
{
public:
	virtual ~UVertexStreamCOLOR();
	virtual void Serialize(class FArchive &);
	virtual void * GetData();
	virtual INT GetDataSize();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UVertexStreamCOLOR(class UVertexStreamCOLOR const &);
	UVertexStreamCOLOR(DWORD);
	UVertexStreamCOLOR();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class UVertexStreamCOLOR & operator=(class UVertexStreamCOLOR const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UVertexStreamVECTOR (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UVertexStreamVECTOR : public UVertexStreamBase
{
public:
	virtual ~UVertexStreamVECTOR();
	virtual void Serialize(class FArchive &);
	virtual void * GetData();
	virtual INT GetDataSize();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UVertexStreamVECTOR(class UVertexStreamVECTOR const &);
	UVertexStreamVECTOR(DWORD);
	UVertexStreamVECTOR();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class UVertexStreamVECTOR & operator=(class UVertexStreamVECTOR const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UProjectorMaterial (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UProjectorMaterial : public URenderedMaterial
{
public:
	class UBitmapMaterial* Gradient;                                          //CPF_Transient
	class UMaterial* Projected;                                               //CPF_Transient
	class UMaterial* BaseMaterial;                                            //CPF_Transient
	BYTE BaseMaterialBlending;                                                //CPF_Transient
	BYTE FrameBufferBlending;                                                 //CPF_Transient
	class FMatrix Matrix;                                                     //CPF_Transient
	class FMatrix GradientMatrix;                                             //CPF_Transient
	BITFIELD bProjected : 1;                                                  //CPF_Transient
	BITFIELD bProjectOnUnlit : 1;                                             //CPF_Transient
	BITFIELD bGradient : 1;                                                   //CPF_Transient
	BITFIELD bProjectOnAlpha : 1;                                             //CPF_Transient
	BITFIELD bProjectOnBackfaces : 1;                                         //CPF_Transient
	BITFIELD bStaticProjector : 1;                                            //CPF_Transient
	BITFIELD bTwoSided : 1;                                                   //CPF_Transient
	virtual ~UProjectorMaterial();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UProjectorMaterial(class UProjectorMaterial const &);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class UProjectorMaterial & operator=(class UProjectorMaterial const &);
protected:
	UProjectorMaterial();
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UProjectorPrimitive (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UProjectorPrimitive : public UPrimitive
{
public:
	virtual ~UProjectorPrimitive();
	virtual void Destroy();
	virtual INT PointCheck(struct FCheckResult &, class AActor *, class FVector const &, class FVector const &, DWORD);
	virtual INT LineCheck(struct FCheckResult &, class AActor *, class FVector const &, class FVector const &, class FVector const &, DWORD, DWORD);
	virtual class FBox GetCollisionBoundingBox(class AActor const *) const;
	virtual INT UseCylinderCollision(class AActor const *);
	virtual class FVector GetEncroachExtent(class AActor *);
	virtual class FVector GetEncroachCenter(class AActor *);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UProjectorPrimitive(class UProjectorPrimitive const &);
	UProjectorPrimitive();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UProjectorPrimitive & operator=(class UProjectorPrimitive const &);
private:
	static class UClass PrivateStaticClass();
};

enum EPlayInfoType{
	 PIT_Check=0
	,PIT_Select=1
	,PIT_Text=2
	,PIT_Custom=3
};

// -----------------------------------------------------------------------------
// FPlayInfoData ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FPlayInfoData
{
public:
	class UProperty* ThisProp;                                            //0
	class UClass* ClassFrom;                                              //0
	class FString SettingName;                                            //CPF_NeedCtorLink
	class FString DisplayName;                                            //CPF_NeedCtorLink
	class FString Description;                                            //CPF_NeedCtorLink
	class FString Grouping;                                               //CPF_NeedCtorLink
	class FString Data;                                                   //CPF_NeedCtorLink
	class FString ExtraPriv;                                              //CPF_NeedCtorLink
	class FString Value;                                                  //CPF_NeedCtorLink
	BYTE RenderType;                                                      //0
	BYTE SecLevel;                                                        //0
	BYTE Weight;                                                          //0
	BITFIELD bMPOnly : 1;                                                 //0
	BITFIELD bAdvanced : 1;                                               //0
	BITFIELD bGlobal : 1;                                                 //0
	BITFIELD bStruct : 1;                                                 //0
	INT ArrayDim;                                                         //0
	~FPlayInfoData();
	FPlayInfoData(struct FPlayInfoData const &);
	FPlayInfoData();
	struct FPlayInfoData & operator=(struct FPlayInfoData const &);
};
struct UPlayInfo_execSplitStringToArray_Parms
{
	TArray<class FString> Parts;                                              //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	class FString Source;                                                     //CPF_Parm|CPF_NeedCtorLink
	class FString Delim;                                                      //CPF_Parm|CPF_NeedCtorLink
};
struct UPlayInfo_execGetGameInfo_Parms
{
	class UClass ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct UPlayInfo_execInit_Parms
{
	TArray<class UClass*> Classes;                                            //CPF_Parm|CPF_NeedCtorLink
	BITFIELD bStrict : 1;                                                     //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
	INT j;                                                                    //0
	BITFIELD B : 1;                                                           //0
};
struct UPlayInfo_execDump_Parms
{
	class FString Group;                                                      //CPF_Parm|CPF_NeedCtorLink
	INT i;                                                                    //0
};
struct UPlayInfo_execSort_Parms
{
	BYTE SortingMethod;                                                       //CPF_Parm
};
struct UPlayInfo_execFindIndex_Parms
{
	class FString SettingName;                                                //CPF_Parm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UPlayInfo_execGetSettings_Parms
{
	class FString GroupName;                                                  //CPF_Parm|CPF_NeedCtorLink
	TArray<struct FPlayInfoData> GroupSettings;                               //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UPlayInfo_execStoreSetting_Parms
{
	INT Index;                                                                //CPF_Parm
	class FString NewVal;                                                     //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	class FString RangeData;                                                  //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UPlayInfo_execSaveSettings_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UPlayInfo_execAddSetting_Parms
{
	class FString Group;                                                      //CPF_Parm|CPF_NeedCtorLink
	class FString PropertyName;                                               //CPF_Parm|CPF_NeedCtorLink
	class FString Description;                                                //CPF_Parm|CPF_NeedCtorLink
	BYTE SecLevel;                                                            //CPF_Parm
	BYTE Weight;                                                              //CPF_Parm
	class FString RenderType;                                                 //CPF_Parm|CPF_NeedCtorLink
	class FString Extras;                                                     //CPF_Parm|CPF_NeedCtorLink
	class FString ExtraPrivs;                                                 //CPF_Parm|CPF_NeedCtorLink
	BITFIELD bMultiPlayerOnly : 1;                                            //CPF_Parm
	BITFIELD bAdvanced : 1;                                                   //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UPlayInfo_execPopClass_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UPlayInfo_execRemoveClass_Parms
{
	class UClass* RemovingClass;                                              //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UPlayInfo_execAddClass_Parms
{
	class UClass* AddingClass;                                                //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UPlayInfo_execClear_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};

// *****************************************************************************
// UPlayInfo (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UPlayInfo : public UObject
{
public:
	TArray<struct FPlayInfoData> Settings;                                    //CPF_NeedCtorLink
	TArray<class UClass*> InfoClasses;                                        //CPF_NeedCtorLink
	TArray<INT> ClassStack;                                                   //CPF_NeedCtorLink
	TArray<class FString> Groups;                                             //CPF_NeedCtorLink
	class FString LastError;                                                  //CPF_NeedCtorLink
	virtual ~UPlayInfo();
	static void CDECL InternalConstructor(void *);
	INT NeedsValidation(class UProperty const *) const;
	void ReturnFilteredSettings(class TArray<struct FPlayInfoData> &, class FString const &);
	static class UClass * CDECL StaticClass();
	UPlayInfo(class UPlayInfo const &);
	UPlayInfo();
	INT ValidateRange(class UProperty const *, class FString &, class FString &) const;
	void execAddClass(struct FFrame &, void * const);
	void execAddSetting(struct FFrame &, void * const);
	void execClear(struct FFrame &, void * const);
	void execFindIndex(struct FFrame &, void * const);
	void execGetSettings(struct FFrame &, void * const);
	void execPopClass(struct FFrame &, void * const);
	void execRemoveClass(struct FFrame &, void * const);
	void execSaveSettings(struct FFrame &, void * const);
	void execSort(struct FFrame &, void * const);
	void execStoreSetting(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UPlayInfo & operator=(class UPlayInfo const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UNetPendingLevel (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UNetPendingLevel : public UPendingLevel
{
};

// -----------------------------------------------------------------------------
// FParticleProjectorInfo ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FParticleProjectorInfo
{
public:
	class UBitmapMaterial* BitmapMaterial;                                //0
	class FMatrix Matrix;                                                 //0
	INT Projected;                                                        //0
	INT BlendMode;                                                        //0
};

// *****************************************************************************
// UParticleMaterial (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UParticleMaterial : public URenderedMaterial
{
public:
	INT ParticleBlending;                                                     //0
	INT BlendBetweenSubdivisions;                                             //0
	INT RenderTwoSided;                                                       //0
	INT UseTFactor;                                                           //0
	class UBitmapMaterial* BitmapMaterial;                                    //0
	INT AlphaTest;                                                            //0
	INT AlphaRef;                                                             //0
	INT ZTest;                                                                //0
	INT ZWrite;                                                               //0
	INT Wireframe;                                                            //0
	BITFIELD AcceptsProjectors : 1;                                           //CPF_Transient
	INT NumProjectors;                                                        //CPF_Transient
	struct FParticleProjectorInfo Projectors[8];                              //CPF_Transient
	virtual ~UParticleMaterial();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UParticleMaterial(class UParticleMaterial const &);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class UParticleMaterial & operator=(class UParticleMaterial const &);
protected:
	UParticleMaterial();
private:
	static class UClass PrivateStaticClass();
};
struct AEmitter_execReset_Parms
{
	INT i;                                                                    //0
};
struct AEmitter_eventSpawnParticle_Parms
{
	INT Amount;                                                               //CPF_Parm
	INT i;                                                                    //0
};
struct AEmitter_eventTrigger_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class APawn* EventInstigator;                                             //CPF_Parm
	INT i;                                                                    //0
};
struct AEmitter_execUpdatePrecacheMaterials_Parms
{
	INT i;                                                                    //0
};
struct AEmitter_execKill_Parms
{
};

// *****************************************************************************
// AEmitter (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AEmitter : public AActor
{
public:
	TArray<class UParticleEmitter*> Emitters;                                 //CPF_Edit|CPF_ExportObject|CPF_NeedCtorLink|CPF_0x04000000
	class FRangeVector GlobalOffsetRange;                                     //CPF_Edit
	class FRange TimeTillResetRange;                                          //CPF_Edit
	BITFIELD AutoDestroy : 1;                                                 //CPF_Edit
	BITFIELD AutoReset : 1;                                                   //CPF_Edit
	BITFIELD DisableFogging : 1;                                              //CPF_Edit
	class FVector OldLocation;                                                //CPF_Transient
	class FVector GlobalOffset;                                               //CPF_Transient
	class FVector AbsoluteVelocity;                                           //CPF_Transient
	INT Initialized;                                                          //CPF_Transient
	class FBox BoundingBox;                                                   //CPF_Transient
	FLOAT EmitterRadius;                                                      //CPF_Transient
	FLOAT EmitterHeight;                                                      //CPF_Transient
	FLOAT TimeTillReset;                                                      //CPF_Transient
	BITFIELD UseParticleProjectors : 1;                                       //CPF_Transient
	BITFIELD DeleteParticleEmitters : 1;                                      //CPF_Transient
	BITFIELD ActorForcesEnabled : 1;                                          //CPF_Transient
	class UParticleMaterial* ParticleMaterial;                                //CPF_Transient
	virtual ~AEmitter();
	virtual INT Tick(FLOAT, enum ELevelTick);
	virtual void Spawned();
	virtual void PostScriptDestroyed();
	virtual void RenderEditorInfo(class FLevelSceneNode *, class FRenderInterface *, class FDynamicActor *);
	virtual void Initialize();
	virtual INT CheckForProjectors();
	virtual void Kill();
	AEmitter(class AEmitter const &);
	AEmitter();
	static void CDECL InternalConstructor(void *);
	void Render();//class FDynamicActor *, class FLevelSceneNode *, class TList<class FDynamicLight *> *, class FRenderInterface *);
	static class UClass * CDECL StaticClass();
	void eventSpawnParticle(INT);
	void execKill(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class AEmitter & operator=(class AEmitter const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UPackageCheckInfo (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UPackageCheckInfo : public UObject
{
public:
	virtual ~UPackageCheckInfo();
	virtual void Serialize(class FArchive &);
	virtual INT VerifyID(class FString);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UPackageCheckInfo(class UPackageCheckInfo const &);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class UPackageCheckInfo & operator=(class UPackageCheckInfo const &);
protected:
	UPackageCheckInfo();
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UPackageMapLevel (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UPackageMapLevel : public UPackageMap
{
public:
	virtual ~UPackageMapLevel();
	virtual INT CanSerializeObject(class UObject *);
	virtual INT SerializeObject(class FArchive &, class UClass *, class UObject * &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UPackageMapLevel(class UPackageMapLevel const &);
	UPackageMapLevel(class UNetConnection *);
	UPackageMapLevel();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UPackageMapLevel & operator=(class UPackageMapLevel const &);
private:
	static class UClass PrivateStaticClass();
};

enum EBumpType{
	 BT_PlayerBump=0
	,BT_PawnBump=1
	,BT_AnyBump=2
};
enum EMoverGlideType{
	 MV_MoveByTime=0
	,MV_GlideByTime=1
};
enum EMoverEncroachType{
	 ME_StopWhenEncroach=0
	,ME_ReturnWhenEncroach=1
	,ME_CrushWhenEncroach=2
	,ME_IgnoreWhenEncroach=3
};

// -----------------------------------------------------------------------------
// RotatingMover ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT RotatingMover
{
};

// -----------------------------------------------------------------------------
// LeadInOutLooping ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT LeadInOutLooping
{
};

// -----------------------------------------------------------------------------
// LeadInOutLooper ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT LeadInOutLooper
{
};

// -----------------------------------------------------------------------------
// ConstantLoop ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT ConstantLoop
{
};

// -----------------------------------------------------------------------------
// WasBumpButton ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT WasBumpButton
{
};

// -----------------------------------------------------------------------------
// BumpButton ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT BumpButton
{
};

// -----------------------------------------------------------------------------
// WasTriggerAdvance ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT WasTriggerAdvance
{
};

// -----------------------------------------------------------------------------
// TriggerAdvance ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT TriggerAdvance
{
};

// -----------------------------------------------------------------------------
// WasTriggerPound ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT WasTriggerPound
{
};

// -----------------------------------------------------------------------------
// TriggerPound ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT TriggerPound
{
};

// -----------------------------------------------------------------------------
// WasTriggerControl ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT WasTriggerControl
{
};

// -----------------------------------------------------------------------------
// TriggerControl ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT TriggerControl
{
};

// -----------------------------------------------------------------------------
// TriggerToggle ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT TriggerToggle
{
};

// -----------------------------------------------------------------------------
// LoopMove ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT LoopMove
{
};

// -----------------------------------------------------------------------------
// TriggerOpenTimed ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT TriggerOpenTimed
{
};

// -----------------------------------------------------------------------------
// OpenTimedMover ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT OpenTimedMover
{
};

// -----------------------------------------------------------------------------
// BumpOpenTimed ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT BumpOpenTimed
{
};

// -----------------------------------------------------------------------------
// StandOpenTimed ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT StandOpenTimed
{
};

// -----------------------------------------------------------------------------
// WasOpenTimedMover ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT WasOpenTimedMover
{
};
struct AMover_execUpdatePrecacheStaticMeshes_Parms
{
};
struct AMover_execBaseFinished_Parms
{
};
struct AMover_execBaseStarted_Parms
{
};
struct AMover_eventKeyFrameReached_Parms
{
	BYTE OldKeyNum;                                                           //0
	class AMover* M;                                                          //0
};
struct AMover_execSetKeyframe_Parms
{
	BYTE NewKeyNum;                                                           //CPF_Parm
	class FVector NewLocation;                                                //CPF_Parm
	class FRotator NewRotation;                                               //CPF_Parm
};
struct AMover_execInterpolateTo_Parms
{
	BYTE NewKeyNum;                                                           //CPF_Parm
	FLOAT Seconds;                                                            //CPF_Parm
	class AMover* M;                                                          //0
};
struct AMover_execMoverLooped_Parms
{
};
struct AMover_execReset_Parms
{
};
struct AMover_execSetResetStatus_Parms
{
	BITFIELD bNewStatus : 1;                                                  //CPF_Parm
};
struct AMover_execBump_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class APawn* P;                                                           //0
};
struct AMover_execEncroachingOn_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class APawn* P;                                                           //0
};
struct AMover_execSelfTriggered_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMover_execSetStoppedPosition_Parms
{
	BYTE NewPos;                                                              //CPF_Parm
};
struct AMover_execEnableTrigger_Parms
{
};
struct AMover_execDisableTrigger_Parms
{
};
struct AMover_execTakeDamage_Parms
{
	INT Damage;                                                               //CPF_Parm
	class APawn* instigatedBy;                                                //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
	class FVector Momentum;                                                   //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
};
struct AMover_execMakeGroupReturn_Parms
{
};
struct AMover_execMakeGroupStop_Parms
{
};
struct AMover_execPostBeginPlay_Parms
{
	class AMover* M;                                                          //0
};
struct AMover_execBeginPlay_Parms
{
	class AAntiPortalActor* AntiPortalA;                                      //0
};
struct AMover_execDoClose_Parms
{
};
struct AMover_execDoOpen_Parms
{
};
struct AMover_execFinishedOpening_Parms
{
};
struct AMover_execFinishedClosing_Parms
{
	class AMover* M;                                                          //0
};
struct AMover_execFinishNotify_Parms
{
	class AController* C;                                                     //0
};
struct AMover_execTimer_Parms
{
};
struct AMover_execStartInterpolation_Parms
{
};
struct AMover_execSpecialHandling_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	class AActor* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class AActor* A;                                                          //0
};

// *****************************************************************************
// AMover (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AMover : public AActor
{
public:
	BYTE MoverEncroachType;                                                   //CPF_Edit
	BYTE MoverGlideType;                                                      //CPF_Edit
	BYTE BumpType;                                                            //CPF_Edit
	BYTE KeyNum;                                                              //CPF_Edit
	BYTE PrevKeyNum;                                                          //0
	BYTE NumKeys;                                                             //CPF_Edit
	BYTE WorldRaytraceKey;                                                    //CPF_Edit
	BYTE BrushRaytraceKey;                                                    //CPF_Edit
	BYTE StartKeyNum;                                                         //0
	FLOAT MoveTime;                                                           //CPF_Edit
	FLOAT StayOpenTime;                                                       //CPF_Edit
	FLOAT OtherTime;                                                          //CPF_Edit
	INT EncroachDamage;                                                       //CPF_Edit
	BITFIELD bToggleDirection : 1;                                            //CPF_Edit
	BITFIELD bTriggerOnceOnly : 1;                                            //CPF_Edit
	BITFIELD bSlave : 1;                                                      //CPF_Edit
	BITFIELD bUseTriggered : 1;                                               //CPF_Edit
	BITFIELD bDamageTriggered : 1;                                            //CPF_Edit
	BITFIELD bDynamicLightMover : 1;                                          //CPF_Edit
	BITFIELD bUseShortestRotation : 1;                                        //CPF_Edit
	BITFIELD bIsLeader : 1;                                                   //CPF_Edit
	FName PlayerBumpEvent;                                                    //CPF_Edit
	FName BumpEvent;                                                          //CPF_Edit
	class AActor* SavedTrigger;                                               //0
	FLOAT DamageThreshold;                                                    //CPF_Edit
	INT numTriggerEvents;                                                     //0
	class AMover* Leader;                                                     //0
	class AMover* Follower;                                                   //0
	FName ReturnGroup;                                                        //CPF_Edit
	FLOAT DelayTime;                                                          //CPF_Edit
	class USound* OpeningSound;                                               //CPF_Edit
	class USound* OpenedSound;                                                //CPF_Edit
	class USound* ClosingSound;                                               //CPF_Edit
	class USound* ClosedSound;                                                //CPF_Edit
	class USound* MoveAmbientSound;                                           //CPF_Edit
	class USound* LoopSound;                                                  //CPF_Edit
	FName OpeningEvent;                                                       //CPF_Edit
	FName OpenedEvent;                                                        //CPF_Edit
	FName ClosingEvent;                                                       //CPF_Edit
	FName ClosedEvent;                                                        //CPF_Edit
	FName LoopEvent;                                                          //CPF_Edit
	class FVector KeyPos[24];                                                 //0
	class FRotator KeyRot[24];                                                //0
	class FVector BasePos;                                                    //0
	class FVector OldPos;                                                     //0
	class FVector OldPrePivot;                                                //0
	class FVector SavedPos;                                                   //0
	class FRotator BaseRot;                                                   //0
	class FRotator OldRot;                                                    //0
	class FRotator SavedRot;                                                  //0
	FLOAT PhysAlpha;                                                          //0
	FLOAT PhysRate;                                                           //0
	class ANavigationPoint* myMarker;                                         //0
	BITFIELD bOpening : 1;                                                    //0
	BITFIELD bDelaying : 1;                                                   //0
	BITFIELD bClientPause : 1;                                                //0
	BITFIELD bClosed : 1;                                                     //0
	BITFIELD bPlayerOnly : 1;                                                 //0
	BITFIELD bAutoDoor : 1;                                                   //CPF_Edit
	BITFIELD bNoAIRelevance : 1;                                              //CPF_Edit
	BITFIELD bJumpLift : 1;                                                   //0
	BITFIELD bOscillatingLoop : 1;                                            //CPF_Edit
	BYTE ClientStop;                                                          //0
	class FVector SimOldPos;                                                  //CPF_Net
	INT SimOldRotPitch;                                                       //CPF_Net
	INT SimOldRotYaw;                                                         //CPF_Net
	INT SimOldRotRoll;                                                        //CPF_Net
	class FVector SimInterpolate;                                             //CPF_Net
	class FVector RealPosition;                                               //CPF_Net
	class FRotator RealRotation;                                              //CPF_Net
	INT ClientUpdate;                                                         //0
	BYTE StoppedPosition;                                                     //CPF_Net
	INT StepDirection;                                                        //0
	TArray<class AAntiPortalActor*> AntiPortals;                              //CPF_NeedCtorLink
	FName AntiPortalTag;                                                      //CPF_Edit
	BITFIELD bResetting : 1;                                                  //0
	BITFIELD BACKUP_bHidden : 1;                                              //0
	FName Backup_InitialState;                                                //0
	virtual ~AMover();
	virtual void PostLoad();
	virtual void PostEditChange();
	virtual INT * GetOptimizedRepList(BYTE *, struct FPropertyRetirement *, INT *, class UPackageMap *, class UActorChannel *);
	virtual void PostEditMove();
	virtual void PreRaytrace();
	virtual void PostRaytrace();
	virtual void Spawned();
	virtual void PreNetReceive();
	virtual void PostNetReceive();
	virtual INT ShouldTrace(class AActor *, DWORD);
	virtual void performPhysics(FLOAT);
	virtual INT AddMyMarker(class AActor *);
	virtual void ClearMarker();
	virtual INT IsAMover();
	virtual class AMover * GetAMover();
	virtual void SetWorldRaytraceKey();
	virtual void SetBrushRaytraceKey();
	AMover(class AMover const &);
	AMover();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	void eventKeyFrameReached();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class AMover & operator=(class AMover const &);
	void physMovingBrush(FLOAT);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UModel (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UModel : public UPrimitive
{
public:
	virtual ~UModel();
	virtual void PostLoad();
	virtual void Destroy();
	virtual void Serialize(class FArchive &);
	virtual void Rename(TCHAR const *, class UObject *);
	virtual INT PointCheck(struct FCheckResult &, class AActor *, class FVector const &, class FVector const &, DWORD);
	virtual INT LineCheck(struct FCheckResult &, class AActor *, class FVector const &, class FVector const &, class FVector const &, DWORD, DWORD);
	virtual class FBox GetRenderBoundingBox(class AActor const *);
	virtual class FBox GetCollisionBoundingBox(class AActor const *) const;
	virtual INT UseCylinderCollision(class AActor const *);
	virtual void Illuminate(class AActor *, INT);
	virtual class FVector GetEncroachExtent(class AActor *);
	virtual class FVector GetEncroachCenter(class AActor *);
	void AttachProjector(INT, struct FProjectorRenderInfo *, class FPlane *);
	class TArray<int> BoxLeaves(class FBox);
	void BuildBound();
	void BuildRenderData();
	void ClearRenderData(class URenderDevice *);
	void CompressLightmaps();
	INT ConvexVolumeMultiCheck(class FBox &, class FPlane *, INT, class FVector, class TArray<int> &);
	void EmptyModel(INT, INT);
	BYTE FastLineCheck(class FVector const &, class FVector const &);
	FLOAT FindNearestVertex(class FVector const &, class FVector &, FLOAT, INT &) const;
	static void CDECL InternalConstructor(void *);
	void Modify(INT);
	void ModifyAllSurfs(INT);
	void ModifySelectedSurfs(INT);
	void ModifySurf(INT, INT);
	struct FPointRegion PointRegion(class AZoneInfo *, class FVector) const;
	INT PotentiallyVisible(INT, INT);
	void PrecomputeSphereFilter(class FPlane const &);
	void Render();//class FDynamicActor *, class FLevelSceneNode *, class FRenderInterface *);
	void ShrinkModel();
	static class UClass * CDECL StaticClass();
	void Transform(class ABrush *);
	UModel(class UModel const &);
	UModel(class ABrush *, INT);
	UModel();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UModel & operator=(class UModel const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UMeshEmitter (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UMeshEmitter : public UParticleEmitter
{
public:
	class UStaticMesh* StaticMesh;                                            //CPF_Edit
	BITFIELD UseMeshBlendMode : 1;                                            //CPF_Edit
	BITFIELD RenderTwoSided : 1;                                              //CPF_Edit
	BITFIELD UseParticleColor : 1;                                            //CPF_Edit
	class FVector MeshExtent;                                                 //CPF_Transient
	virtual ~UMeshEmitter();
	virtual void PostEditChange();
	virtual void Initialize(INT);
	virtual INT UpdateParticles(FLOAT);
	virtual INT RenderParticles();//class FDynamicActor *, class FLevelSceneNode *, class TList<class FDynamicLight *> *, class FRenderInterface *);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UMeshEmitter(class UMeshEmitter const &);
	UMeshEmitter();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UMeshEmitter & operator=(class UMeshEmitter const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UOpacityModifier (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UOpacityModifier : public UModifier
{
public:
	class UMaterial* Opacity;                                                 //0
	BITFIELD bOverrideTexModifier : 1;                                        //0
	virtual ~UOpacityModifier();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UOpacityModifier(class UOpacityModifier const &);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class UOpacityModifier & operator=(class UOpacityModifier const &);
protected:
	UOpacityModifier();
private:
	static class UClass PrivateStaticClass();
};

enum EMaterialSequenceAction{
	 MSA_ShowMaterial=0
	,MSA_FadeToMaterial=1
};
enum EMaterialSequenceTriggerActon{
	 MSTA_Ignore=0
	,MSTA_Reset=1
	,MSTA_Pause=2
	,MSTA_Stop=3
};

// -----------------------------------------------------------------------------
// FMaterialSequenceItem ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FMaterialSequenceItem
{
public:
	class UMaterial* Material;                                            //CPF_Edit|CPF_0x04000000|CPF_0x10000000
	FLOAT Time;                                                           //CPF_Edit
	BYTE Action;                                                          //CPF_Edit
	struct FMaterialSequenceItem & operator=(struct FMaterialSequenceItem const &);
};
struct UMaterialSequence_execTrigger_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class AActor* EventInstigator;                                            //CPF_Parm
};
struct UMaterialSequence_execReset_Parms
{
};

// *****************************************************************************
// UMaterialSequence (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UMaterialSequence : public UModifier
{
public:
	TArray<struct FMaterialSequenceItem> SequenceItems;                       //CPF_Edit|CPF_NeedCtorLink
	BYTE TriggerAction;                                                       //CPF_Edit
	BITFIELD Loop : 1;                                                        //CPF_Edit
	BITFIELD Paused : 1;                                                      //CPF_Edit
	FLOAT CurrentTime;                                                        //CPF_Transient
	FLOAT LastTime;                                                           //CPF_Transient
	FLOAT TotalTime;                                                          //0
	virtual ~UMaterialSequence();
	virtual void Serialize(class FArchive &);
	virtual void PostEditChange();
	virtual INT CheckCircularReferences(class TArray<class UMaterial *> &);
	virtual void PreSetMaterial(FLOAT);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UMaterialSequence(class UMaterialSequence const &);
	UMaterialSequence();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UMaterialSequence & operator=(class UMaterialSequence const &);
private:
	static class UClass PrivateStaticClass();
};
struct UMaterialSwitch_execTrigger_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class AActor* EventInstigator;                                            //CPF_Parm
};
struct UMaterialSwitch_execReset_Parms
{
};

// *****************************************************************************
// UMaterialSwitch (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UMaterialSwitch : public UModifier
{
public:
	INT Current;                                                              //CPF_Edit|CPF_Transient
	TArray<class UMaterial*> Materials;                                       //CPF_Edit|CPF_NeedCtorLink|CPF_0x04000000|CPF_0x10000000
	virtual ~UMaterialSwitch();
	virtual void PostEditChange();
	virtual INT CheckCircularReferences(class TArray<class UMaterial *> &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UMaterialSwitch(class UMaterialSwitch const &);
	UMaterialSwitch();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UMaterialSwitch & operator=(class UMaterialSwitch const &);
private:
	static class UClass PrivateStaticClass();
};

enum EFrameBufferBlending{
	 FB_Overwrite=0
	,FB_Modulate=1
	,FB_AlphaBlend=2
	,FB_AlphaModulate_MightNotFogCorrectly=3
	,FB_Translucent=4
	,FB_Darken=5
	,FB_Brighten=6
	,FB_Invisible=7
};

// *****************************************************************************
// UFinalBlend (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UFinalBlend : public UModifier
{
public:
	BYTE FrameBufferBlending;                                                 //CPF_Edit
	BITFIELD ZWrite : 1;                                                      //CPF_Edit
	BITFIELD ZTest : 1;                                                       //CPF_Edit
	BITFIELD AlphaTest : 1;                                                   //CPF_Edit
	BITFIELD TwoSided : 1;                                                    //CPF_Edit
	BYTE AlphaRef;                                                            //CPF_Edit
	virtual ~UFinalBlend();
	virtual void PostEditChange();
	virtual INT GetValidated();
	virtual void SetValidated(INT);
	virtual INT RequiresSorting();
	virtual INT IsTransparent();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UFinalBlend(class UFinalBlend const &);
	UFinalBlend();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UFinalBlend & operator=(class UFinalBlend const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UVertexColor (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UVertexColor : public URenderedMaterial
{
public:
	virtual ~UVertexColor();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UVertexColor(class UVertexColor const &);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class UVertexColor & operator=(class UVertexColor const &);
protected:
	UVertexColor();
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UTexCoordSource (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UTexCoordSource : public UTexModifier
{
public:
	INT SourceChannel;                                                        //CPF_Edit
	virtual ~UTexCoordSource();
	virtual void PostEditChange();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UTexCoordSource(class UTexCoordSource const &);
	UTexCoordSource();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UTexCoordSource & operator=(class UTexCoordSource const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UTexMatrix (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UTexMatrix : public UTexModifier
{
public:
	class FMatrix Matrix;                                                     //0
	virtual ~UTexMatrix();
	virtual class FMatrix * GetMatrix(FLOAT);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UTexMatrix(class UTexMatrix const &);
	UTexMatrix();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UTexMatrix & operator=(class UTexMatrix const &);
private:
	static class UClass PrivateStaticClass();
};

enum ETexEnvMapType{
	 EM_WorldSpace=0
	,EM_CameraSpace=1
};

// *****************************************************************************
// UTexEnvMap (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UTexEnvMap : public UTexModifier
{
public:
	BYTE EnvMapType;                                                          //CPF_Edit
	virtual ~UTexEnvMap();
	virtual class FMatrix * GetMatrix(FLOAT);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UTexEnvMap(class UTexEnvMap const &);
	UTexEnvMap();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UTexEnvMap & operator=(class UTexEnvMap const &);
private:
	static class UClass PrivateStaticClass();
};

enum ERetriggerAction{
	 RTA_Reverse=0
	,RTA_Reset=1
	,RTA_Ignore=2
	,RTA_Retrigger=3
};
struct UTexOscillatorTriggered_execReset_Parms
{
};
struct UTexOscillatorTriggered_execTrigger_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class AActor* EventInstigator;                                            //CPF_Parm
};

// *****************************************************************************
// UTexOscillatorTriggered (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UTexOscillatorTriggered : public UTexOscillator
{
public:
	BYTE RetriggerAction;                                                     //CPF_Edit
	FLOAT StopAfterPeriod;                                                    //CPF_Edit
	FLOAT TriggeredTime;                                                      //CPF_Transient
	BITFIELD Reverse : 1;                                                     //CPF_Transient
	BITFIELD Triggered : 1;                                                   //CPF_Transient
	virtual ~UTexOscillatorTriggered();
	virtual class FMatrix * GetMatrix(FLOAT);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UTexOscillatorTriggered(class UTexOscillatorTriggered const &);
	UTexOscillatorTriggered();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UTexOscillatorTriggered & operator=(class UTexOscillatorTriggered const &);
private:
	static class UClass PrivateStaticClass();
};

enum ETexRotationType{
	 TR_FixedRotation=0
	,TR_ConstantlyRotating=1
	,TR_OscillatingRotation=2
};

// *****************************************************************************
// UTexRotator (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UTexRotator : public UTexModifier
{
public:
	class FMatrix M;                                                          //0
	BYTE TexRotationType;                                                     //CPF_Edit
	class FRotator Rotation;                                                  //CPF_Edit
	BITFIELD ConstantRotation : 1;                                            //CPF_0x20000000
	FLOAT UOffset;                                                            //CPF_Edit
	FLOAT VOffset;                                                            //CPF_Edit
	class FRotator OscillationRate;                                           //CPF_Edit
	class FRotator OscillationAmplitude;                                      //CPF_Edit
	class FRotator OscillationPhase;                                          //CPF_Edit
	virtual ~UTexRotator();
	virtual void PostLoad();
	virtual class FMatrix * GetMatrix(FLOAT);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UTexRotator(class UTexRotator const &);
	UTexRotator();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UTexRotator & operator=(class UTexRotator const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UTexScaler (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UTexScaler : public UTexModifier
{
public:
	class FMatrix M;                                                          //0
	FLOAT UScale;                                                             //CPF_Edit
	FLOAT VScale;                                                             //CPF_Edit
	FLOAT UOffset;                                                            //CPF_Edit
	FLOAT VOffset;                                                            //CPF_Edit
	virtual ~UTexScaler();
	virtual class FMatrix * GetMatrix(FLOAT);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UTexScaler(class UTexScaler const &);
	UTexScaler();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UTexScaler & operator=(class UTexScaler const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UVariableTexPanner (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UVariableTexPanner : public UTexModifier
{
public:
	class FRotator PanDirection;                                              //CPF_Edit
	FLOAT PanRate;                                                            //CPF_Edit
	class FMatrix M;                                                          //0
	FLOAT LastTime;                                                           //0
	FLOAT PanOffset;                                                          //0
	virtual ~UVariableTexPanner();
	virtual class FMatrix * GetMatrix(FLOAT);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UVariableTexPanner(class UVariableTexPanner const &);
	UVariableTexPanner();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UVariableTexPanner & operator=(class UVariableTexPanner const &);
private:
	static class UClass PrivateStaticClass();
};
struct UTexPannerTriggered_execReset_Parms
{
};
struct UTexPannerTriggered_execTrigger_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class AActor* EventInstigator;                                            //CPF_Parm
};

// *****************************************************************************
// UTexPannerTriggered (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UTexPannerTriggered : public UTexPanner
{
public:
	BYTE RetriggerAction;                                                     //CPF_Edit
	FLOAT StopAfterPeriod;                                                    //CPF_Edit
	FLOAT TriggeredTime;                                                      //CPF_Transient
	BITFIELD Reverse : 1;                                                     //CPF_Transient
	BITFIELD Triggered : 1;                                                   //CPF_Transient
	virtual ~UTexPannerTriggered();
	virtual class FMatrix * GetMatrix(FLOAT);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UTexPannerTriggered(class UTexPannerTriggered const &);
	UTexPannerTriggered();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UTexPannerTriggered & operator=(class UTexPannerTriggered const &);
private:
	static class UClass PrivateStaticClass();
};

enum EColorFadeType{
	 FC_Linear=0
	,FC_Sinusoidal=1
};

// *****************************************************************************
// UFadeColor (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UFadeColor : public UConstantMaterial
{
public:
	class FColor Color1;                                                      //CPF_Edit
	class FColor Color2;                                                      //CPF_Edit
	FLOAT FadePeriod;                                                         //CPF_Edit
	FLOAT FadePhase;                                                          //CPF_Edit
	BYTE ColorFadeType;                                                       //CPF_Edit
	virtual ~UFadeColor();
	virtual class FColor GetColor(FLOAT);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UFadeColor(class UFadeColor const &);
	UFadeColor();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UFadeColor & operator=(class UFadeColor const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UConstantColor (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UConstantColor : public UConstantMaterial
{
public:
	class FColor Color;                                                       //CPF_Edit
	virtual ~UConstantColor();
	virtual class FColor GetColor(FLOAT);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UConstantColor(class UConstantColor const &);
	UConstantColor();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UConstantColor & operator=(class UConstantColor const &);
private:
	static class UClass PrivateStaticClass();
};

enum EColorOperation{
	 CO_Use_Color_From_Material1=0
	,CO_Use_Color_From_Material2=1
	,CO_Multiply=2
	,CO_Add=3
	,CO_Subtract=4
	,CO_AlphaBlend_With_Mask=5
	,CO_Add_With_Mask_Modulation=6
	,CO_Use_Color_From_Mask=7
};
enum EAlphaOperation{
	 AO_Use_Mask=0
	,AO_Multiply=1
	,AO_Add=2
	,AO_Use_Alpha_From_Material1=3
	,AO_Use_Alpha_From_Material2=4
};

// *****************************************************************************
// UCombiner (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UCombiner : public UMaterial
{
public:
	INT combiner_dummy;                                                       //0
	BYTE CombineOperation;                                                    //CPF_Edit
	BYTE AlphaOperation;                                                      //CPF_Edit
	class UMaterial* Material1;                                               //CPF_Edit|CPF_0x04000000|CPF_0x10000000
	class UMaterial* Material2;                                               //CPF_Edit|CPF_0x04000000|CPF_0x10000000
	class UMaterial* Mask;                                                    //CPF_Edit|CPF_0x04000000|CPF_0x10000000
	BITFIELD InvertMask : 1;                                                  //CPF_Edit
	BITFIELD Modulate2X : 1;                                                  //CPF_Edit
	BITFIELD Modulate4X : 1;                                                  //CPF_Edit
	virtual ~UCombiner();
	virtual void PostEditChange();
	virtual INT CheckCircularReferences(class TArray<class UMaterial *> &);
	virtual void PreSetMaterial(FLOAT);
	virtual INT MaterialUSize();
	virtual INT MaterialVSize();
	virtual INT RequiresSorting();
	virtual INT IsTransparent();
	virtual BYTE RequiredUVStreams();
	virtual INT RequiresNormal();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UCombiner(class UCombiner const &);
	UCombiner();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UCombiner & operator=(class UCombiner const &);
private:
	static class UClass PrivateStaticClass();
};

enum EOutputBlending{
	 OB_Normal=0
	,OB_Masked=1
	,OB_Modulate=2
	,OB_Translucent=3
	,OB_Invisible=4
	,OB_Brighten=5
	,OB_Darken=6
};
struct UShader_execTrigger_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class AActor* EventInstigator;                                            //CPF_Parm
};
struct UShader_execReset_Parms
{
};

// *****************************************************************************
// UShader (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UShader : public URenderedMaterial
{
public:
	class UMaterial* Diffuse;                                                 //CPF_Edit|CPF_0x04000000|CPF_0x10000000
	class UMaterial* Opacity;                                                 //CPF_Edit|CPF_0x04000000|CPF_0x10000000
	class UMaterial* Specular;                                                //CPF_Edit|CPF_0x04000000|CPF_0x10000000
	class UMaterial* SpecularityMask;                                         //CPF_Edit|CPF_0x04000000|CPF_0x10000000
	class UMaterial* SelfIllumination;                                        //CPF_Edit|CPF_0x04000000|CPF_0x10000000
	class UMaterial* SelfIlluminationMask;                                    //CPF_Edit|CPF_0x04000000|CPF_0x10000000
	class UMaterial* Detail;                                                  //CPF_Edit|CPF_0x04000000|CPF_0x10000000
	FLOAT DetailScale;                                                        //CPF_Edit
	BYTE OutputBlending;                                                      //CPF_Edit
	BITFIELD TwoSided : 1;                                                    //CPF_Edit
	BITFIELD Wireframe : 1;                                                   //CPF_Edit
	BITFIELD ModulateStaticLighting2X : 1;                                    //0
	BITFIELD PerformLightingOnSpecularPass : 1;                               //CPF_Edit
	BITFIELD ModulateSpecular2X : 1;                                          //CPF_Edit
	virtual ~UShader();
	virtual void PostEditChange();
	virtual INT CheckCircularReferences(class TArray<class UMaterial *> &);
	virtual void PreSetMaterial(FLOAT);
	virtual INT MaterialUSize();
	virtual INT MaterialVSize();
	virtual INT RequiresSorting();
	virtual INT IsTransparent();
	virtual BYTE RequiredUVStreams();
	virtual INT RequiresNormal();
	virtual class UMaterial * CheckFallback();
	virtual INT HasFallback();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UShader(class UShader const &);
	UShader();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UShader & operator=(class UShader const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UColorModifier (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UColorModifier : public UModifier
{
public:
	class FColor Color;                                                       //CPF_Edit
	BITFIELD RenderTwoSided : 1;                                              //CPF_Edit
	BITFIELD AlphaBlend : 1;                                                  //CPF_Edit
	virtual ~UColorModifier();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UColorModifier(class UColorModifier const &);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UColorModifier & operator=(class UColorModifier const &);
protected:
	UColorModifier();
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UTexCoordMaterial (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UTexCoordMaterial : public URenderedMaterial
{
public:
	virtual ~UTexCoordMaterial();
	virtual INT MaterialUSize();
	virtual INT MaterialVSize();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UTexCoordMaterial(class UTexCoordMaterial const &);
	UTexCoordMaterial();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UTexCoordMaterial & operator=(class UTexCoordMaterial const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UProxyBitmapMaterial (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UProxyBitmapMaterial : public UBitmapMaterial
{
public:
	virtual ~UProxyBitmapMaterial();
	virtual class FBaseTexture * GetRenderInterface();
	virtual class UBitmapMaterial * Get(DOUBLE, class UViewport *);
	static void CDECL InternalConstructor(void *);
	void SetTextureInterface(class FBaseTexture *);
	static class UClass * CDECL StaticClass();
	UProxyBitmapMaterial(class UProxyBitmapMaterial const &);
	UProxyBitmapMaterial();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UProxyBitmapMaterial & operator=(class UProxyBitmapMaterial const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// ULevel (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ULevel : public ULevelBase
{
public:
	virtual ~ULevel();
	virtual void PostLoad();
	virtual void Destroy();
	virtual void Serialize(class FArchive &);
	virtual void Modify(INT);
	virtual void SetActorCollision(INT, INT);
	virtual void ResetStaticFilterState(class AActor *);
	virtual void Tick(enum ELevelTick, FLOAT);
	virtual void TickNetClient(FLOAT);
	virtual void TickNetServer(FLOAT);
	virtual INT ServerTickClients(FLOAT);
	virtual void ReconcileActors();
	virtual void RememberActors();
	virtual INT Exec(TCHAR const *, class FOutputDevice &);
	virtual void ShrinkLevel();
	virtual void CompactActors();
	virtual INT Listen(class FString &);
	virtual INT IsServer();
	virtual INT MoveActor(class AActor *, class FVector, class FRotator, struct FCheckResult &, INT, INT, INT, INT);
	virtual INT FarMoveActor(class AActor *, class FVector, INT, INT, INT);
	virtual INT DestroyActor(class AActor *, INT);
	virtual void CleanupDestroyed(INT);
	virtual class AActor * SpawnActor(class UClass *, class FName, class FVector, class FRotator, class AActor *, INT, INT, class AActor *, class APawn *, INT);
	virtual class ABrush * SpawnBrush();
	virtual void SpawnViewActor(class UViewport *);
	virtual class APlayerController * SpawnPlayActor(class UPlayer *, enum ENetRole, class FURL const &, class FString &);
	virtual INT FindSpot(class FVector, class FVector &);
	virtual INT CheckSlice(class FVector &, class FVector, INT &);
	virtual INT CheckEncroachment(class AActor *, class FVector, class FRotator, INT);
	virtual INT SinglePointCheck(struct FCheckResult &, class FVector const &, class FVector const &, DWORD, class ALevelInfo *, INT);
	virtual INT EncroachingWorldGeometry(struct FCheckResult &, class FVector, class FVector, DWORD, class ALevelInfo *);
	virtual INT SingleLineCheck(struct FCheckResult &, class AActor *, class FVector const &, class FVector const &, DWORD, class FVector);
	virtual struct FCheckResult * MultiPointCheck(class FMemStack &, class FVector const &, class FVector const &, DWORD, class ALevelInfo *, INT, INT, INT);
	virtual struct FCheckResult * MultiLineCheck(class FMemStack &, class FVector const &, class FVector const &, class FVector const &, class ALevelInfo *, DWORD, class AActor *);
	virtual void DetailChange(enum EDetailMode);
	virtual INT TickDemoRecord(FLOAT);
	virtual INT TickDemoPlayback(FLOAT);
	virtual void UpdateTime(class ALevelInfo *);
	virtual INT IsPaused();
	virtual void WelcomePlayer(class UNetConnection *, TCHAR *);
	virtual void BuildRenderData();
	virtual INT IsAudibleAt(class FVector, class FVector, class AActor *, enum ESoundOcclusion);
	virtual FLOAT CalculateRadiusMultiplier(INT, INT);

	virtual enum EAcceptConnection NotifyAcceptingConnection();
	virtual void NotifyAcceptedConnection(class UNetConnection *);
	virtual INT NotifyAcceptingChannel(class UChannel *);
	virtual class ULevel * NotifyGetLevel();
	virtual void NotifyReceivedText(class UNetConnection *, TCHAR const *);
	virtual INT NotifySendingFile(class UNetConnection *, class FGuid);
	virtual void NotifyReceivedFile(class UNetConnection *, INT, TCHAR const *, INT, INT);

	class ABrush * Brush();
	void CheckDefaultGameType(TCHAR const *);
	INT EditorDestroyActor(class AActor *);
	INT GetActorIndex(class AActor *);
	class ALevelInfo * GetLevelInfo();
	class AZoneInfo * GetZoneActor(INT);
	static void CDECL InternalConstructor(void *);
	void LoadSounds();
	static class UClass * CDECL StaticClass();
	INT ToFloor(class AActor *, INT, class AActor *);
	ULevel(class ULevel const &);
	ULevel(class UEngine *, INT);
	void UpdateTerrainArrays();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class ULevel & operator=(class ULevel const &);
protected:
	ULevel();
private:
	static class UClass PrivateStaticClass();
};
struct UInteractionMaster_eventNotifyLevelChange_Parms
{
	TArray<class UInteraction*> InteractionArray;                             //CPF_Parm|CPF_NeedCtorLink
	INT Index;                                                                //0
};
struct UInteractionMaster_eventProcess_Message_Parms
{
	class FString Msg;                                                        //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	FLOAT MsgLife;                                                            //CPF_Parm
	TArray<class UInteraction*> InteractionArray;                             //CPF_Parm|CPF_NeedCtorLink
	INT Index;                                                                //0
};
struct UInteractionMaster_eventProcess_Tick_Parms
{
	TArray<class UInteraction*> InteractionArray;                             //CPF_Parm|CPF_NeedCtorLink
	FLOAT DeltaTime;                                                          //CPF_Parm
	INT Index;                                                                //0
};
struct UInteractionMaster_eventProcess_PostRender_Parms
{
	TArray<class UInteraction*> InteractionArray;                             //CPF_Parm|CPF_NeedCtorLink
	class UCanvas* Canvas;                                                    //CPF_Parm
	INT Index;                                                                //0
};
struct UInteractionMaster_eventProcess_PreRender_Parms
{
	TArray<class UInteraction*> InteractionArray;                             //CPF_Parm|CPF_NeedCtorLink
	class UCanvas* Canvas;                                                    //CPF_Parm
	INT Index;                                                                //0
};
struct UInteractionMaster_eventProcess_KeyEvent_Parms
{
	TArray<class UInteraction*> InteractionArray;                             //CPF_Parm|CPF_NeedCtorLink
	BYTE Key;                                                                 //CPF_Parm|CPF_OutParm
	BYTE Action;                                                              //CPF_Parm|CPF_OutParm
	FLOAT Delta;                                                              //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT Index;                                                                //0
};
struct UInteractionMaster_eventProcess_KeyType_Parms
{
	TArray<class UInteraction*> InteractionArray;                             //CPF_Parm|CPF_NeedCtorLink
	BYTE Key;                                                                 //CPF_Parm|CPF_OutParm
	class FString Unicode;                                                    //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT Index;                                                                //0
};
struct UInteractionMaster_eventSetFocusTo_Parms
{
	class UInteraction* Inter;                                                //CPF_Parm
	class UPlayer* ViewportOwner;                                             //CPF_Parm
	TArray<class UInteraction*> InteractionArray;                             //CPF_NeedCtorLink
	class UInteraction* Temp;                                                 //0
	INT i;                                                                    //0
	INT iIndex;                                                               //0
};
struct UInteractionMaster_eventRemoveInteraction_Parms
{
	class UInteraction* RemoveMe;                                             //CPF_Parm
	INT Index;                                                                //0
};
struct UInteractionMaster_eventAddInteraction_Parms
{
	class FString InteractionName;                                            //CPF_Parm|CPF_NeedCtorLink
	class UPlayer* AttachTo;                                                  //CPF_Parm
	class UInteraction* ReturnValue;                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class UInteraction* NewInteraction;                                       //0
	class UClass* NewInteractionClass;                                        //0
};
struct UInteractionMaster_execTravel_Parms
{
	class FString URL;                                                        //CPF_Parm|CPF_NeedCtorLink
};

// *****************************************************************************
// UInteractionMaster (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UInteractionMaster : public UInteractions
{
public:
	class UClient* Client;                                                    //CPF_Transient
	class UInteraction* BaseMenu;                                             //CPF_Transient
	class UInteraction* Console;                                              //CPF_Transient
	TArray<class UInteraction*> GlobalInteractions;                           //CPF_Transient|CPF_NeedCtorLink
	BITFIELD bRequireRawJoystick : 1;                                         //CPF_Transient
	virtual ~UInteractionMaster();
	void DisplayCopyright();
	INT Exec(TCHAR const *, class FOutputDevice &);
	static void CDECL InternalConstructor(void *);
	INT MasterProcessKeyEvent(enum EInputKey, enum EInputAction, FLOAT);
	INT MasterProcessKeyType(enum EInputKey, TCHAR);
	void MasterProcessMessage(class FString const &, FLOAT);
	void MasterProcessPostRender(class UCanvas *);
	void MasterProcessPreRender(class UCanvas *);
	void MasterProcessTick(FLOAT);
	static class UClass * CDECL StaticClass();
	UInteractionMaster(class UInteractionMaster const &);
	UInteractionMaster();
	class UInteraction * eventAddInteraction(class FString const &, class UPlayer *);
	void eventNotifyLevelChange(class TArray<class UInteraction *>);
	DWORD eventProcess_KeyEvent(class TArray<class UInteraction *>, BYTE &, BYTE &, FLOAT);
	DWORD eventProcess_KeyType(class TArray<class UInteraction *>, BYTE &, class FString const &);
	void eventProcess_Message(class FString const &, FLOAT, class TArray<class UInteraction *>);
	void eventProcess_PostRender(class TArray<class UInteraction *>, class UCanvas *);
	void eventProcess_PreRender(class TArray<class UInteraction *>, class UCanvas *);
	void eventProcess_Tick(class TArray<class UInteraction *>, FLOAT);
	void eventRemoveInteraction(class UInteraction *);
	void eventSetFocusTo(class UInteraction *, class UPlayer *);
	void execTravel(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UInteractionMaster & operator=(class UInteractionMaster const &);
private:
	static class UClass PrivateStaticClass();
};
struct UBaseGUIController_eventSetRequiredGameResolution_Parms
{
	class FString GameRes;                                                    //CPF_Parm|CPF_NeedCtorLink
};
struct UBaseGUIController_eventNeedsMenuResolution_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UBaseGUIController_eventInitializeController_Parms
{
};
struct UBaseGUIController_execSetControllerStatus_Parms
{
	BITFIELD On : 1;                                                          //CPF_Parm
};
struct UBaseGUIController_eventCloseAll_Parms
{
	BITFIELD bCancel : 1;                                                     //CPF_Parm
	BITFIELD bForced : 1;                                                     //CPF_Parm
};
struct UBaseGUIController_eventCloseMenu_Parms
{
	BITFIELD bCanceled : 1;                                                   //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UBaseGUIController_eventReplaceMenu_Parms
{
	class FString NewMenuName;                                                //CPF_Parm|CPF_NeedCtorLink
	class FString Param1;                                                     //CPF_Parm|CPF_NeedCtorLink
	class FString Param2;                                                     //CPF_Parm|CPF_NeedCtorLink
	BITFIELD bCancelled : 1;                                                  //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UBaseGUIController_eventAutoLoadMenus_Parms
{
};
struct UBaseGUIController_eventOpenMenu_Parms
{
	class FString NewMenuName;                                                //CPF_Parm|CPF_NeedCtorLink
	class FString Param1;                                                     //CPF_Parm|CPF_NeedCtorLink
	class FString Param2;                                                     //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UBaseGUIController_execOnAdminReply_Parms
{
	class FString Reply;                                                      //CPF_Parm|CPF_NeedCtorLink
};

// *****************************************************************************
// UBaseGUIController (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UBaseGUIController : public UInteraction
{
public:
	class UMaterial* DefaultPens[3];                                          //0
	class FString NetworkMsgMenu;                                             //CPF_Config|CPF_NeedCtorLink
	class FString QuestionMenuClass;                                          //CPF_Config|CPF_NeedCtorLink
	virtual ~UBaseGUIController();
	virtual void ResolutionChanged(INT, INT);
	virtual void ResetInput();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UBaseGUIController(class UBaseGUIController const &);
	UBaseGUIController();
	void delegateOnAdminReply(class FString const &);
	void eventAutoLoadMenus();
	void eventCloseAll(DWORD, DWORD);
	DWORD eventCloseMenu(DWORD);
	void eventInitializeController();
	DWORD eventNeedsMenuResolution();
	DWORD eventOpenMenu(class FString const &, class FString const &, class FString const &);
	DWORD eventReplaceMenu(class FString const &, class FString const &, class FString const &, DWORD);
	void eventSetRequiredGameResolution(class FString const &);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class UBaseGUIController & operator=(class UBaseGUIController const &);
private:
	static class UClass PrivateStaticClass();
};

// -----------------------------------------------------------------------------
// Typing ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT Typing
{
};
struct UConsole_execSetInitialMusic_Parms
{
	class FString NewSong;                                                    //CPF_Parm|CPF_NeedCtorLink
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct UConsole_execSetMusic_Parms
{
	class FString NewSong;                                                    //CPF_Parm|CPF_NeedCtorLink
};
struct UConsole_eventConnectFailure_Parms
{
	class FString FailCode;                                                   //CPF_Parm|CPF_NeedCtorLink
	class FString URL;                                                        //CPF_Parm|CPF_NeedCtorLink
};
struct UConsole_eventTick_Parms
{
	FLOAT Delta;                                                              //CPF_Parm
};
struct UConsole_execTypingClose_Parms
{
};
struct UConsole_eventKeyEvent_Parms
{
	BYTE Key;                                                                 //CPF_Parm
	BYTE Action;                                                              //CPF_Parm
	FLOAT Delta;                                                              //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UConsole_eventMessage_Parms
{
	class FString Msg;                                                        //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	FLOAT MsgLife;                                                            //CPF_Parm
};
struct UConsole_execType_Parms
{
};
struct UConsole_execUnPressButtons_Parms
{
	class APlayerController* PC;                                              //0
};
struct UConsole_execTypingOpen_Parms
{
};
struct UConsole_execChat_Parms
{
	class FString Msg;                                                        //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	FLOAT MsgLife;                                                            //CPF_Parm
	class APlayerReplicationInfo* PRI;                                        //CPF_Parm
};
struct UConsole_execDelayedConsoleCommand_Parms
{
	class FString Command;                                                    //CPF_Parm|CPF_NeedCtorLink
};
struct UConsole_eventNotifyLevelChange_Parms
{
};
struct UConsole_execStopRollingDemo_Parms
{
};
struct UConsole_execStartRollingDemo_Parms
{
	INT i;                                                                    //0
	INT tryCount;                                                             //0
};
struct UConsole_execConsoleToggle_Parms
{
};
struct UConsole_execConsoleClose_Parms
{
};
struct UConsole_execConsoleOpen_Parms
{
};
struct UConsole_execTeamTalk_Parms
{
};
struct UConsole_execTalk_Parms
{
};
struct UConsole_eventNativeConsoleOpen_Parms
{
};
struct UConsole_eventViewportInitialized_Parms
{
};
struct UConsole_eventInitialized_Parms
{
};

// *****************************************************************************
// UConsole (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UConsole : public UInteraction
{
public:
	BYTE ConsoleHotKey;                                                       //CPF_Config
	INT HistoryTop;                                                           //0
	INT HistoryBot;                                                           //0
	INT HistoryCur;                                                           //0
	class FString TypedStr;                                                   //CPF_NeedCtorLink
	class FString History[16];                                                //CPF_NeedCtorLink
	INT TypedStrPos;                                                          //0
	BITFIELD bTyping : 1;                                                     //0
	BITFIELD bIgnoreKeys : 1;                                                 //0
	BITFIELD bRunningDemo : 1;                                                //CPF_Edit|CPF_Transient
	BITFIELD bHoldingStart : 1;                                               //CPF_Edit|CPF_Transient
	BITFIELD bHoldingBack : 1;                                                //CPF_Edit|CPF_Transient
	FLOAT TimeIdle;                                                           //CPF_Edit|CPF_Transient
	FLOAT TimeHoldingReboot;                                                  //CPF_Edit|CPF_Transient
	FLOAT TimePerTitle;                                                       //CPF_Edit|CPF_Config|CPF_GlobalConfig
	FLOAT TimePerDemo;                                                        //CPF_Edit|CPF_Config|CPF_GlobalConfig
	FLOAT TimeTooIdle;                                                        //CPF_Edit|CPF_Config|CPF_GlobalConfig
	FLOAT TimeBeforeReboot;                                                   //CPF_Edit|CPF_Config|CPF_GlobalConfig
	FLOAT TimePerSoak;                                                        //CPF_Edit|CPF_Config|CPF_GlobalConfig
	class FString DemoLevels[64];                                             //CPF_Edit|CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	TArray<class FString> BufferedConsoleCommands;                            //CPF_NeedCtorLink
	virtual ~UConsole();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UConsole(class UConsole const &);
	void eventConnectFailure(class FString const &, class FString const &);
	void eventNativeConsoleOpen();
	void eventViewportInitialized();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class UConsole & operator=(class UConsole const &);
protected:
	UConsole();
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UInput (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UInput : public USubsystem
{
public:
	virtual INT Exec(TCHAR const *, class FOutputDevice &);
	virtual ~UInput();
	virtual void Serialize(class FArchive &);
	virtual void Init(class UViewport *);
	virtual INT PreProcess(enum EInputKey, enum EInputAction, FLOAT);
	virtual INT Process(class FOutputDevice &, enum EInputKey, enum EInputAction, FLOAT);
	virtual void DirectAxis(enum EInputKey, FLOAT, FLOAT);
	virtual void ReadInput(FLOAT, class FOutputDevice &);
	virtual void ResetInput();
	virtual TCHAR const * GetKeyName(enum EInputKey) const;
	virtual TCHAR const * GetLocalizedKeyName(enum EInputKey) const;
	virtual INT FindKeyName(TCHAR const *, enum EInputKey &) const;
	virtual INT IsBoundTo(TCHAR const *, BYTE const &) const;
	virtual TCHAR const * TranslateAlias(TCHAR const *) const;
protected:
	virtual BYTE * FindButtonName(class AActor *, TCHAR const *) const;
	virtual FLOAT * FindAxisName(class AActor *, TCHAR const *) const;
	virtual void ExecInputCommands(TCHAR const *, class FOutputDevice &);
public:
	enum EInputAction GetInputAction();
	FLOAT GetInputDelta();
	static void CDECL InternalConstructor(void *);
	BYTE KeyDown(INT);
	void SetInputAction(enum EInputAction, FLOAT);
	static class UClass * CDECL StaticClass();
	void StaticConstructor();
	static void CDECL StaticInitInput();
	UInput(class UInput const &);
	UInput();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UInput & operator=(class UInput const &);
protected:
	static TCHAR const * CDECL StaticConfigName();
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// APrecacheHack (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT APrecacheHack : public AActor
{
public:
	TArray<class UMaterial*> Materials;                                       //CPF_NeedCtorLink
	virtual ~APrecacheHack();
	APrecacheHack(class APrecacheHack const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class APrecacheHack & operator=(class APrecacheHack const &);
protected:
	APrecacheHack();
private:
	static class UClass PrivateStaticClass();
};

// -----------------------------------------------------------------------------
// FCrosshairItem ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FCrosshairItem
{
public:
	class FString FriendlyName;                                           //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class UTexture* CrosshairTexture;                                     //CPF_Edit
	~FCrosshairItem();
	FCrosshairItem(struct FCrosshairItem const &);
	FCrosshairItem();
	struct FCrosshairItem & operator=(struct FCrosshairItem const &);
};

// *****************************************************************************
// UCrosshairPack (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UCrosshairPack : public UObject
{
public:
	TArray<struct FCrosshairItem> Crosshair;                                  //CPF_Edit|CPF_NeedCtorLink|CPF_0x01000000
	virtual ~UCrosshairPack();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UCrosshairPack(class UCrosshairPack const &);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class UCrosshairPack & operator=(class UCrosshairPack const &);
protected:
	UCrosshairPack();
private:
	static class UClass PrivateStaticClass();
};


// *****************************************************************************
// UGameEngine (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UGameEngine : public UEngine
{
public:
	class ULevel* GLevel;                                                     //0
	class ULevel* GEntry;                                                     //0
	class UPendingLevel* GPendingLevel;                                       //0
	class FURL LastURL;                                                       //CPF_NeedCtorLink
	TArray<class FString> ServerActors;                                       //CPF_Config|CPF_NeedCtorLink
	TArray<class FString> ServerPackages;                                     //CPF_Config|CPF_NeedCtorLink
	TArray<class UObject*> DummyArray;                                        //CPF_NeedCtorLink
	class UObject* DummyObject;                                               //0
	class FString DummyString;                                                //CPF_NeedCtorLink
	class FString MainMenuClass;                                              //CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	class FString SinglePlayerMenuClass;                                      //CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	class FString ConnectingMenuClass;                                        //CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	class FString DisconnectMenuClass;                                        //CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	class FString LoadingClass;                                               //CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	BITFIELD bCheatProtection : 1;                                            //0
	BITFIELD ColorHighDetailMeshes : 1;                                       //CPF_Edit|CPF_Config
	BITFIELD ColorSlowCollisionMeshes : 1;                                    //CPF_Edit|CPF_Config
	BITFIELD ColorNoCollisionMeshes : 1;                                      //CPF_Edit|CPF_Config
	BITFIELD ColorWorldTextures : 1;                                          //CPF_Edit|CPF_Config
	BITFIELD ColorPlayerAndWeaponTextures : 1;                                //CPF_Edit|CPF_Config
	BITFIELD ColorInterfaceTextures : 1;                                      //CPF_Edit|CPF_Config
	BITFIELD VoIPAllowVAD : 1;                                                //CPF_Edit|CPF_Config|CPF_GlobalConfig
	virtual INT Exec(TCHAR const *, class FOutputDevice &);
	virtual ~UGameEngine();
	virtual void Destroy();
	virtual void Serialize(class FArchive &);
	virtual void Tick(FLOAT);
	virtual void Init();
	virtual void Draw(class UViewport *, INT, BYTE *, INT *);
	virtual void MouseDelta(class UViewport *, DWORD, FLOAT, FLOAT);
	virtual void MousePosition(class UViewport *, DWORD, FLOAT, FLOAT);
	virtual void MouseWheel(class UViewport *, DWORD, INT);
	virtual void Click(class UViewport *, DWORD, FLOAT, FLOAT);
	virtual void UnClick(class UViewport *, DWORD, INT, INT);
	virtual void SetClientTravel(class UPlayer *, TCHAR const *, INT, enum ETravelType);
	virtual INT ChallengeResponse(INT);
	virtual FLOAT GetMaxTickRate();
	virtual void SetProgress(TCHAR const *, TCHAR const *, TCHAR const *, FLOAT);
	virtual INT Browse(class FURL, class TMap<class FString, class FString> const *, class FString &);
	virtual class ULevel * LoadMap(class FURL const &, class UPendingLevel *, class TMap<class FString, class FString> const *, class FString &);
	virtual void SaveGame(INT);
	virtual void CancelPending();
	virtual void PaintProgress(class AVignette *, FLOAT);
	virtual void UpdateConnectingMessage();
	virtual void BuildServerMasterMap(class UNetDriver *, class ULevel *);
	virtual void NotifyLevelChange();
	virtual INT GUIActive(class UClient const *) const;
	void AddMD5(TCHAR const *, TCHAR const *, INT);
	void AdjustNetConnection(class ULevel *);
	INT CheckForRogues();
	void DefaultMD5();
	void FixUpLevel();
	class FString InitNewNetConnection(class TArray<class FString>, INT, INT);
	class FString InitSpecial(TCHAR const *);
	static void CDECL InternalConstructor(void *);
	INT PackageRevisionLevel();
	void SaveMD5Database();
	void ServerUpdateMD5();
	static class UClass * CDECL StaticClass();
	UGameEngine(class UGameEngine const &);
	UGameEngine();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UGameEngine & operator=(class UGameEngine const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UPolys (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UPolys : public UObject
{
public:
	virtual ~UPolys();
	virtual void Serialize(class FArchive &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UPolys(class UPolys const &);
	UPolys();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UPolys & operator=(class UPolys const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UFont (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UFont : public UObject
{
public:
	virtual ~UFont();
	virtual void Serialize(class FArchive &);
	static void CDECL InternalConstructor(void *);
	TCHAR RemapChar(TCHAR);
	static class UClass * CDECL StaticClass();
	UFont(class UFont const &);
	UFont();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UFont & operator=(class UFont const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// AFluidSurfaceOscillator (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AFluidSurfaceOscillator : public AActor
{
public:
	class AFluidSurfaceInfo* FluidInfo;                                       //CPF_Edit|CPF_0x08000000
	FLOAT Frequency;                                                          //CPF_Edit
	BYTE Phase;                                                               //CPF_Edit
	FLOAT Strength;                                                           //CPF_Edit
	FLOAT Radius;                                                             //CPF_Edit
	FLOAT OscTime;                                                            //CPF_Transient
	virtual ~AFluidSurfaceOscillator();
	virtual void Destroy();
	virtual void PostEditChange();
	AFluidSurfaceOscillator(class AFluidSurfaceOscillator const &);
	AFluidSurfaceOscillator();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	void UpdateOscillation(FLOAT);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class AFluidSurfaceOscillator & operator=(class AFluidSurfaceOscillator const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UFluidSurfacePrimitive (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UFluidSurfacePrimitive : public UPrimitive
{
public:
	virtual ~UFluidSurfacePrimitive();
	virtual void Serialize(class FArchive &);
	virtual INT PointCheck(struct FCheckResult &, class AActor *, class FVector const &, class FVector const &, DWORD);
	virtual INT LineCheck(struct FCheckResult &, class AActor *, class FVector const &, class FVector const &, class FVector const &, DWORD, DWORD);
	virtual class FBox GetRenderBoundingBox(class AActor const *);
	virtual class FSphere GetRenderBoundingSphere(class AActor const *);
	virtual class FBox GetCollisionBoundingBox(class AActor const *) const;
	virtual INT UseCylinderCollision(class AActor const *);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UFluidSurfacePrimitive(class UFluidSurfacePrimitive const &);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class UFluidSurfacePrimitive & operator=(class UFluidSurfacePrimitive const &);
protected:
	UFluidSurfacePrimitive();
private:
	static class UClass PrivateStaticClass();
};

enum EFluidGridType{
	 FGT_Square=0
	,FGT_Hexagonal=1
};
struct AFluidSurfaceInfo_execTouch_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class FVector touchLocation;                                              //0
};
struct AFluidSurfaceInfo_execTakeDamage_Parms
{
	INT Damage;                                                               //CPF_Parm
	class APawn* instigatedBy;                                                //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
	class FVector Momentum;                                                   //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
};
struct AFluidSurfaceInfo_execPling_Parms
{
	class FVector Position;                                                   //CPF_Parm
	FLOAT Strength;                                                           //CPF_Parm
	FLOAT Radius;                                                             //CPF_Parm
};

// *****************************************************************************
// AFluidSurfaceInfo (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AFluidSurfaceInfo : public AInfo
{
public:
	BYTE FluidGridType;                                                       //CPF_Edit
	FLOAT FluidGridSpacing;                                                   //CPF_Edit
	INT FluidXSize;                                                           //CPF_Edit
	INT FluidYSize;                                                           //CPF_Edit
	FLOAT FluidHeightScale;                                                   //CPF_Edit
	FLOAT FluidSpeed;                                                         //CPF_Edit
	FLOAT FluidTimeScale;                                                     //CPF_Edit
	FLOAT FluidDamping;                                                       //CPF_Edit
	FLOAT FluidNoiseFrequency;                                                //CPF_Edit
	class FRange FluidNoiseStrength;                                          //CPF_Edit
	BITFIELD TestRipple : 1;                                                  //CPF_Edit
	FLOAT TestRippleSpeed;                                                    //CPF_Edit
	FLOAT TestRippleStrength;                                                 //CPF_Edit
	FLOAT TestRippleRadius;                                                   //CPF_Edit
	FLOAT UTiles;                                                             //CPF_Edit
	FLOAT UOffset;                                                            //CPF_Edit
	FLOAT VTiles;                                                             //CPF_Edit
	FLOAT VOffset;                                                            //CPF_Edit
	FLOAT AlphaCurveScale;                                                    //CPF_Edit
	FLOAT AlphaHeightScale;                                                   //CPF_Edit
	BYTE AlphaMax;                                                            //CPF_Edit
	FLOAT ShootStrength;                                                      //CPF_Edit
	FLOAT ShootRadius;                                                        //CPF_Edit
	FLOAT RippleVelocityFactor;                                               //CPF_Edit
	FLOAT TouchStrength;                                                      //CPF_Edit
	class UClass* ShootEffect;                                                //CPF_Edit
	BITFIELD OrientShootEffect : 1;                                           //CPF_Edit
	class UClass* TouchEffect;                                                //CPF_Edit
	BITFIELD OrientTouchEffect : 1;                                           //CPF_Edit
	TArray<INT> ClampBitmap;                                                  //CPF_NeedCtorLink
	class ATerrainInfo* ClampTerrain;                                         //CPF_Edit|CPF_0x08000000
	BITFIELD bShowBoundingBox : 1;                                            //CPF_Edit
	BITFIELD bUseNoRenderZ : 1;                                               //CPF_Edit
	FLOAT NoRenderZ;                                                          //CPF_Edit
	FLOAT WarmUpTime;                                                         //CPF_Edit
	FLOAT UpdateRate;                                                         //CPF_Edit
	class FColor FluidColor;                                                  //CPF_Edit
	TArray<FLOAT> Verts0;                                                     //CPF_Transient|CPF_NeedCtorLink
	TArray<FLOAT> Verts1;                                                     //CPF_Transient|CPF_NeedCtorLink
	TArray<BYTE> VertAlpha;                                                   //CPF_Transient|CPF_NeedCtorLink
	INT LatestVerts;                                                          //CPF_Transient
	class FBox FluidBoundingBox;                                              //CPF_Transient
	class FVector FluidOrigin;                                                //CPF_Transient
	FLOAT TimeRollover;                                                       //CPF_Transient
	FLOAT TestRippleAng;                                                      //CPF_Transient
	class UFluidSurfacePrimitive* Primitive;                                  //CPF_Transient
	TArray<class AFluidSurfaceOscillator*> Oscillators;                       //CPF_Transient|CPF_NeedCtorLink
	BITFIELD bHasWarmedUp : 1;                                                //CPF_Transient
	virtual ~AFluidSurfaceInfo();
	virtual void PostLoad();
	virtual void Destroy();
	virtual void PostEditChange();
	virtual INT Tick(FLOAT, enum ELevelTick);
	virtual void PostEditMove();
	virtual void Spawned();
	virtual INT ShouldTrace(class AActor *, DWORD);
	virtual class UPrimitive * GetPrimitive();
	virtual void RenderEditorInfo(class FLevelSceneNode *, class FRenderInterface *, class FDynamicActor *);
	AFluidSurfaceInfo(class AFluidSurfaceInfo const &);
	void FillIndexBuffer(void *);
	void FillVertexBuffer(void *);
	INT GetClampedBitmap(INT, INT);
	void GetNearestIndex(class FVector const &, INT &, INT &);
	class FVector GetVertexPosLocal(INT, INT);
	class FVector GetVertexPosWorld(INT, INT);
	void Init();
	static void CDECL InternalConstructor(void *);
	void Pling(class FVector const &, FLOAT, FLOAT);
	void PlingVertex(INT, INT, FLOAT);
	void RebuildClampedBitmap();
	void Render();//class FDynamicActor *, class FLevelSceneNode *, class TList<class FDynamicLight *> *, class FRenderInterface *);
	void SetClampedBitmap(INT, INT, INT);
	void SimpleFillIndexBuffer(void *);
	void SimpleFillVertexBuffer(void *);
	static class UClass * CDECL StaticClass();
	void UpdateOscillatorList();
	void UpdateSimulation(FLOAT);
	void execPling(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class AFluidSurfaceInfo & operator=(class AFluidSurfaceInfo const &);
protected:
	AFluidSurfaceInfo();
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UGlobalTempObjects (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UGlobalTempObjects : public UObject
{
};

// *****************************************************************************
// UMasterMD5Commandlet (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UMasterMD5Commandlet : public UCommandlet
{
};

// *****************************************************************************
// UUModUnpackCommandlet (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UUModUnpackCommandlet : public UCommandlet
{
};

// *****************************************************************************
// UServerCommandlet (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UServerCommandlet : public UCommandlet
{
};

// *****************************************************************************
// UChannelDownload (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UChannelDownload : public UDownload
{
public:
	virtual ~UChannelDownload();
	virtual void Destroy();
	virtual void Serialize(class FArchive &);
	virtual INT TrySkipFile();
	virtual void ReceiveFile(class UNetConnection *, INT, TCHAR const *, INT, INT);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	void StaticConstructor();
	UChannelDownload(class UChannelDownload const &);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class UChannelDownload & operator=(class UChannelDownload const &);
protected:
	UChannelDownload();
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UDemoRecDriver (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UDemoRecDriver : public UNetDriver
{
public:
	class FString DemoSpectatorClass;                                         //CPF_Config|CPF_NeedCtorLink
	virtual INT Exec(TCHAR const *, class FOutputDevice &);
	virtual ~UDemoRecDriver();
	virtual void LowLevelDestroy();
	virtual class FString LowLevelGetNetworkNumber();
	virtual INT InitConnect(class FNetworkNotify *, class FURL &, class FString &);
	virtual INT InitListen(class FNetworkNotify *, class FURL &, class FString &);
	virtual void TickDispatch(FLOAT);
	virtual INT IsDemoDriver();
	class ULevel * GetLevel();
	INT InitBase(INT, class FNetworkNotify *, class FURL &, class FString &);
	static void CDECL InternalConstructor(void *);
	void SpawnDemoRecSpectator(class UNetConnection *);
	static class UClass * CDECL StaticClass();
	void StaticConstructor();
	UDemoRecDriver(class UDemoRecDriver const &);
	UDemoRecDriver();
	INT UpdateDemoTime(FLOAT *, FLOAT);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UDemoRecDriver & operator=(class UDemoRecDriver const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UDemoRecConnection (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UDemoRecConnection : public UNetConnection
{
public:
	virtual ~UDemoRecConnection();
	virtual class FString LowLevelGetRemoteAddress();
	virtual class FString LowLevelDescribe();
	virtual void LowLevelSend(void *, INT);
	virtual void FlushNet();
	virtual INT IsNetReady(INT);
	virtual void HandleClientPlayer(class APlayerController *);
	class UDemoRecDriver * GetDriver();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	void StaticConstructor();
	UDemoRecConnection(class UDemoRecConnection const &);
	UDemoRecConnection(class UNetDriver *, class FURL const &);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class UDemoRecConnection & operator=(class UDemoRecConnection const &);
protected:
	UDemoRecConnection();
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UDemoPlayPendingLevel (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UDemoPlayPendingLevel : public UPendingLevel
{
};

// *****************************************************************************
// UConvexVolume (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UConvexVolume : public UPrimitive
{
public:
	virtual ~UConvexVolume();
	virtual void Serialize(class FArchive &);
	virtual INT LineCheck(struct FCheckResult &, class AActor *, class FVector const &, class FVector const &, class FVector const &, DWORD, DWORD);
	virtual class FBox GetRenderBoundingBox(class AActor const *);
	virtual class FBox GetCollisionBoundingBox(class AActor const *) const;
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UConvexVolume(class UConvexVolume const &);
	UConvexVolume();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UConvexVolume & operator=(class UConvexVolume const &);
private:
	static class UClass PrivateStaticClass();
};
struct UCheatManager_execViewSelf_Parms
{
	BITFIELD bQuiet : 1;                                                      //CPF_Parm
};
struct UCheatManager_execRememberSpot_Parms
{
};
struct UCheatManager_execCheatView_Parms
{
	class UClass* aClass;                                                     //CPF_Parm
	BITFIELD bQuiet : 1;                                                      //CPF_Parm
};
struct UCheatManager_execClearAllDebugLines_Parms
{
	class AActor* A;                                                          //0
};
struct UCheatManager_execFreezeAll_Parms
{
};
struct UCheatManager_execPlayersOnly_Parms
{
};
struct UCheatManager_execSummon_Parms
{
	class FString ClassName;                                                  //CPF_Parm|CPF_NeedCtorLink
	class UClass* NewClass;                                                   //0
	class FVector SpawnLoc;                                                   //0
};
struct UCheatManager_execAvatar_Parms
{
	class FString ClassName;                                                  //CPF_Parm|CPF_NeedCtorLink
	class UClass* NewClass;                                                   //0
	class APawn* P;                                                           //0
};
struct UCheatManager_execKillPawns_Parms
{
};
struct UCheatManager_execSetSpeed_Parms
{
	FLOAT F;                                                                  //CPF_Parm
};
struct UCheatManager_execSetGravity_Parms
{
	FLOAT F;                                                                  //CPF_Parm
};
struct UCheatManager_execSetJumpZ_Parms
{
	FLOAT F;                                                                  //CPF_Parm
};
struct UCheatManager_execSloMo_Parms
{
	FLOAT t;                                                                  //CPF_Parm
};
struct UCheatManager_execGod_Parms
{
};
struct UCheatManager_execPhil_Parms
{
};
struct UCheatManager_execInvisible_Parms
{
	BITFIELD B : 1;                                                           //CPF_Parm
};
struct UCheatManager_execAllAmmo_Parms
{
	class AInventory* Inv;                                                    //0
};
struct UCheatManager_execGhost_Parms
{
};
struct UCheatManager_execWalk_Parms
{
};
struct UCheatManager_execFly_Parms
{
};
struct UCheatManager_execAmphibious_Parms
{
};
struct UCheatManager_execCauseEvent_Parms
{
	FName EventName;                                                          //CPF_Parm
};
struct UCheatManager_execFreeCamera_Parms
{
	BITFIELD B : 1;                                                           //CPF_Parm
};
struct UCheatManager_execEndPath_Parms
{
};
struct UCheatManager_execSetCameraDist_Parms
{
	FLOAT F;                                                                  //CPF_Parm
};
struct UCheatManager_execLockCamera_Parms
{
	class FVector LockedLocation;                                             //0
	class FRotator LockedRot;                                                 //0
	class AActor* LockedActor;                                                //0
};
struct UCheatManager_execChangeSize_Parms
{
	FLOAT F;                                                                  //CPF_Parm
};
struct UCheatManager_execTeleport_Parms
{
	class AActor* HitActor;                                                   //0
	class FVector HitNormal;                                                  //0
	class FVector HitLocation;                                                //0
};
struct UCheatManager_execLogScriptedSequences_Parms
{
	class AAIScript* S;                                                       //0
};
struct UCheatManager_execKillViewedActor_Parms
{
};
struct UCheatManager_execSetFogB_Parms
{
	FLOAT F;                                                                  //CPF_Parm
};
struct UCheatManager_execSetFogG_Parms
{
	FLOAT F;                                                                  //CPF_Parm
};
struct UCheatManager_execSetFogR_Parms
{
	FLOAT F;                                                                  //CPF_Parm
};
struct UCheatManager_execSetFlash_Parms
{
	FLOAT F;                                                                  //CPF_Parm
};
struct UCheatManager_execWriteToLog_Parms
{
	class FString Param;                                                      //CPF_Parm|CPF_NeedCtorLink
};
struct UCheatManager_execFreezeFrame_Parms
{
	FLOAT Delay;                                                              //CPF_Parm
};
struct UCheatManager_execListDynamicActors_Parms
{
	class AActor* A;                                                          //0
	INT i;                                                                    //0
};
struct UCheatManager_execReviewJumpSpots_Parms
{
	FName TestLabel;                                                          //CPF_Parm
};
struct UCheatManager_execruler_Parms
{
	class ANavigationPoint* N;                                                //0
};
struct UCheatManager_execDisableNextObjective_Parms
{
};
struct UCheatManager_execWeakObjectives_Parms
{
};
struct UCheatManager_execReportCheat_Parms
{
	class FString cheat;                                                      //CPF_Parm|CPF_NeedCtorLink
};
struct UCheatManager_execareCheatsEnabled_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UCheatManager_execEnableCheats_Parms
{
};
struct UCheatManager_execWinMatch_Parms
{
};
struct UCheatManager_execJumpMatch_Parms
{
	INT ladderrung;                                                           //CPF_Parm
};
struct UCheatManager_execSkipMatch_Parms
{
};
struct UCheatManager_execAllWeapons_Parms
{
};
struct UCheatManager_execLoaded_Parms
{
	class AInventory* Inv;                                                    //0
};
struct UCheatManager_execViewClass_Parms
{
	class UClass* aClass;                                                     //CPF_Parm
	BITFIELD bQuiet : 1;                                                      //CPF_Parm
	BITFIELD bCheat : 1;                                                      //CPF_Parm
	class AActor* Other;                                                      //0
	class AActor* first;                                                      //0
	BITFIELD bFound : 1;                                                      //0
};
struct UCheatManager_execViewTurret_Parms
{
	class AActor* first;                                                      //0
	BITFIELD bFound : 1;                                                      //0
	class AController* C;                                                     //0
};
struct UCheatManager_execViewBot_Parms
{
	class AActor* first;                                                      //0
	BITFIELD bFound : 1;                                                      //0
	class AController* C;                                                     //0
};
struct UCheatManager_execViewFlag_Parms
{
	class AController* C;                                                     //0
};
struct UCheatManager_execViewActor_Parms
{
	FName ActorName;                                                          //CPF_Parm
	class AActor* A;                                                          //0
};
struct UCheatManager_execViewPlayer_Parms
{
	class FString S;                                                          //CPF_Parm|CPF_NeedCtorLink
	class AController* P;                                                     //0
};

// *****************************************************************************
// UCheatManager (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UCheatManager : public UObject
{
public:
	class FRotator LockedRotation;                                            //0
	BITFIELD bCheatsEnabled : 1;                                              //0
	virtual ~UCheatManager();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UCheatManager(class UCheatManager const &);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class UCheatManager & operator=(class UCheatManager const &);
protected:
	UCheatManager();
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UVoiceChannel (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UVoiceChannel : public UChannel
{
public:
	virtual ~UVoiceChannel();
	virtual void Destroy();
	virtual void Serialize(class FArchive &);
	virtual void Init(class UNetConnection *, INT, INT);
	virtual void ReceivedBunch(class FInBunch &);
	INT AllowVoiceTransmission(class APlayerController *, struct FVoiceInfo &) const;
	static void CDECL InternalConstructor(void *);
	void ReceivedStatusPacket(struct FVoiceInfo *, enum EVoicePacketType);
	void SendStatusPacket(struct FVoiceInfo *, enum EVoicePacketType);
	void SendVoicePacket(struct FVoiceInfo *);
	static class UClass * CDECL StaticClass();
	void StaticConstructor();
	UVoiceChannel(class UVoiceChannel const &);
	UVoiceChannel();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class UVoiceChannel & operator=(class UVoiceChannel const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UFileChannel (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UFileChannel : public UChannel
{
public:
	virtual ~UFileChannel();
	virtual void Destroy();
	virtual void Init(class UNetConnection *, INT, INT);
	virtual class FString Describe();
	virtual void ReceivedBunch(class FInBunch &);
	virtual void Tick();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	void StaticConstructor();
	UFileChannel(class UFileChannel const &);
	UFileChannel();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UFileChannel & operator=(class UFileChannel const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UActorChannel (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UActorChannel : public UChannel
{
public:
	virtual ~UActorChannel();
	virtual void Destroy();
	virtual void Init(class UNetConnection *, INT, INT);
	virtual void SetClosingFlag();
	virtual void Close();
	virtual class FString Describe();
	virtual void ReceivedBunch(class FInBunch &);
	virtual void ReceivedNak(INT);
	virtual void Tick();
	class AActor * GetActor();
	static void CDECL InternalConstructor(void *);
	void ReplicateActor();
	void SetChannelActor(class AActor *);
	static class UClass * CDECL StaticClass();
	void StaticConstructor();
	UActorChannel(class UActorChannel const &);
	UActorChannel();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class UActorChannel & operator=(class UActorChannel const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UControlChannel (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UControlChannel : public UChannel
{
public:
	virtual void Serialize(TCHAR const *, enum EName);
	virtual ~UControlChannel();
	virtual void Destroy();
	virtual void Init(class UNetConnection *, INT, INT);
	virtual class FString Describe();
	virtual void ReceivedBunch(class FInBunch &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	void StaticConstructor();
	UControlChannel(class UControlChannel const &);
	UControlChannel();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UControlChannel & operator=(class UControlChannel const &);
private:
	static class UClass PrivateStaticClass();
};
struct UCanvas_execSetPos_Parms
{
	FLOAT X;                                                                  //CPF_Parm
	FLOAT Y;                                                                  //CPF_Parm
};
struct UCanvas_execSetDrawColor_Parms
{
	BYTE R;                                                                   //CPF_Parm
	BYTE G;                                                                   //CPF_Parm
	BYTE B;                                                                   //CPF_Parm
	BYTE A;                                                                   //CPF_Parm
	class FColor C;                                                           //0
};
struct UCanvas_execDrawVertical_Parms
{
	FLOAT X;                                                                  //CPF_Parm
	FLOAT Height;                                                             //CPF_Parm
	FLOAT cX;                                                                 //0
	FLOAT cY;                                                                 //0
};
struct UCanvas_execDrawLine_Parms
{
	INT direction;                                                            //CPF_Parm
	FLOAT Size;                                                               //CPF_Parm
	FLOAT cX;                                                                 //0
	FLOAT cY;                                                                 //0
};
struct UCanvas_execDrawRect_Parms
{
	class UTexture* Tex;                                                      //CPF_Parm
	FLOAT RectX;                                                              //CPF_Parm
	FLOAT RectY;                                                              //CPF_Parm
};
struct UCanvas_execDrawIcon_Parms
{
	class UTexture* Tex;                                                      //CPF_Parm
	FLOAT Scale;                                                              //CPF_Parm
};
struct UCanvas_execDrawPattern_Parms
{
	class UMaterial* Tex;                                                     //CPF_Parm
	FLOAT XL;                                                                 //CPF_Parm
	FLOAT YL;                                                                 //CPF_Parm
	FLOAT Scale;                                                              //CPF_Parm
};
struct UCanvas_execSetClip_Parms
{
	FLOAT X;                                                                  //CPF_Parm
	FLOAT Y;                                                                  //CPF_Parm
};
struct UCanvas_execSetOrigin_Parms
{
	FLOAT X;                                                                  //CPF_Parm
	FLOAT Y;                                                                  //CPF_Parm
};
struct UCanvas_eventReset_Parms
{
};
struct UCanvas_execDrawActorClipped_Parms
{
	class AActor* A;                                                          //CPF_Parm
	BITFIELD Wireframe : 1;                                                   //CPF_Parm
	FLOAT Left;                                                               //CPF_Parm
	FLOAT Top;                                                                //CPF_Parm
	FLOAT Width;                                                              //CPF_Parm
	FLOAT Height;                                                             //CPF_Parm
	BITFIELD ClearZ : 1;                                                      //CPF_Parm
	FLOAT DisplayFOV;                                                         //CPF_Parm
};
struct UCanvas_execDrawTextJustified_Parms
{
	class FString String;                                                     //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	BYTE Justification;                                                       //CPF_Parm
	FLOAT X1;                                                                 //CPF_Parm
	FLOAT Y1;                                                                 //CPF_Parm
	FLOAT X2;                                                                 //CPF_Parm
	FLOAT Y2;                                                                 //CPF_Parm
};
struct UCanvas_execDrawTileScaled_Parms
{
	class UMaterial* mat;                                                     //CPF_Parm
	FLOAT XScale;                                                             //CPF_Parm
	FLOAT YScale;                                                             //CPF_Parm
};
struct UCanvas_execDrawTileJustified_Parms
{
	class UMaterial* mat;                                                     //CPF_Parm
	BYTE Justification;                                                       //CPF_Parm
	FLOAT XL;                                                                 //CPF_Parm
	FLOAT YL;                                                                 //CPF_Parm
};
struct UCanvas_execDrawTileStretched_Parms
{
	class UMaterial* mat;                                                     //CPF_Parm
	FLOAT XL;                                                                 //CPF_Parm
	FLOAT YL;                                                                 //CPF_Parm
};
struct UCanvas_execDrawTilePartialStretched_Parms
{
	class UMaterial* mat;                                                     //CPF_Parm
	FLOAT XL;                                                                 //CPF_Parm
	FLOAT YL;                                                                 //CPF_Parm
};
struct UCanvas_execWrapText_Parms
{
	class FString Text;                                                       //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	class FString Line;                                                       //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	FLOAT dx;                                                                 //CPF_Parm
	class UFont* F;                                                           //CPF_Parm
	FLOAT FontScaleX;                                                         //CPF_Parm
};
struct UCanvas_execWrapStringToArray_Parms
{
	class FString Text;                                                       //CPF_Parm|CPF_NeedCtorLink
	TArray<class FString> OutArray;                                           //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	FLOAT dx;                                                                 //CPF_Parm
	class FString EOL;                                                        //CPF_Parm|CPF_NeedCtorLink
};
struct UCanvas_execClear_Parms
{
	BITFIELD ClearRGB : 1;                                                    //CPF_Parm
	BITFIELD ClearZ : 1;                                                      //CPF_Parm
};
struct UCanvas_execDrawScreenActor_Parms
{
	class AActor* A;                                                          //CPF_Parm
	FLOAT FOV;                                                                //CPF_Parm
	BITFIELD Wireframe : 1;                                                   //CPF_Parm
	BITFIELD ClearZ : 1;                                                      //CPF_Parm
};
struct UCanvas_execSetScreenProjector_Parms
{
	INT Index;                                                                //CPF_Parm
	class FVector Position;                                                   //CPF_Parm
	class FColor Color;                                                       //CPF_Parm
	FLOAT Radius;                                                             //CPF_Parm
	class UTexture* Tex;                                                      //CPF_Parm
};
struct UCanvas_execSetScreenLight_Parms
{
	INT Index;                                                                //CPF_Parm
	class FVector Position;                                                   //CPF_Parm
	class FColor LightColor;                                                  //CPF_Parm
	FLOAT Radius;                                                             //CPF_Parm
};
struct UCanvas_execGetCameraLocation_Parms
{
	class FVector CameraLocation;                                             //CPF_Parm|CPF_OutParm
	class FRotator CameraRotation;                                            //CPF_Parm|CPF_OutParm
};
struct UCanvas_execWorldToScreen_Parms
{
	class FVector WorldLoc;                                                   //CPF_Parm
	class FVector ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UCanvas_execDrawPortal_Parms
{
	INT X;                                                                    //CPF_Parm
	INT Y;                                                                    //CPF_Parm
	INT Width;                                                                //CPF_Parm
	INT Height;                                                               //CPF_Parm
	class AActor* CamActor;                                                   //CPF_Parm
	class FVector CamLocation;                                                //CPF_Parm
	class FRotator CamRotation;                                               //CPF_Parm
	INT FOV;                                                                  //CPF_Parm
	BITFIELD ClearZ : 1;                                                      //CPF_Parm
};
struct UCanvas_execTextSize_Parms
{
	class FString String;                                                     //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	FLOAT XL;                                                                 //CPF_Parm|CPF_OutParm
	FLOAT YL;                                                                 //CPF_Parm|CPF_OutParm
};
struct UCanvas_execDrawTextClipped_Parms
{
	class FString Text;                                                       //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	BITFIELD bCheckHotKey : 1;                                                //CPF_Parm
};
struct UCanvas_execDrawTileClipped_Parms
{
	class UMaterial* mat;                                                     //CPF_Parm
	FLOAT XL;                                                                 //CPF_Parm
	FLOAT YL;                                                                 //CPF_Parm
	FLOAT U;                                                                  //CPF_Parm
	FLOAT V;                                                                  //CPF_Parm
	FLOAT UL;                                                                 //CPF_Parm
	FLOAT VL;                                                                 //CPF_Parm
};
struct UCanvas_execDrawActor_Parms
{
	class AActor* A;                                                          //CPF_Parm
	BITFIELD Wireframe : 1;                                                   //CPF_Parm
	BITFIELD ClearZ : 1;                                                      //CPF_Parm
	FLOAT DisplayFOV;                                                         //CPF_Parm
};
struct UCanvas_execDrawTile_Parms
{
	class UMaterial* mat;                                                     //CPF_Parm
	FLOAT XL;                                                                 //CPF_Parm
	FLOAT YL;                                                                 //CPF_Parm
	FLOAT U;                                                                  //CPF_Parm
	FLOAT V;                                                                  //CPF_Parm
	FLOAT UL;                                                                 //CPF_Parm
	FLOAT VL;                                                                 //CPF_Parm
};
struct UCanvas_execDrawText_Parms
{
	class FString Text;                                                       //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	BITFIELD CR : 1;                                                          //CPF_Parm
};
struct UCanvas_execStrLen_Parms
{
	class FString String;                                                     //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	FLOAT XL;                                                                 //CPF_Parm|CPF_OutParm
	FLOAT YL;                                                                 //CPF_Parm|CPF_OutParm
};
struct UCanvas_execMakeColor_Parms
{
	BYTE R;                                                                   //CPF_Parm
	BYTE G;                                                                   //CPF_Parm
	BYTE B;                                                                   //CPF_Parm
	BYTE A;                                                                   //CPF_Parm
	class FColor ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class FColor C;                                                           //0
};
struct UCanvas_execDrawScreenText_Parms
{
	class FString Text;                                                       //CPF_Parm|CPF_NeedCtorLink
	FLOAT X;                                                                  //CPF_Parm
	FLOAT Y;                                                                  //CPF_Parm
	BYTE Pivot;                                                               //CPF_Parm
	INT TextScreenWidth;                                                      //0
	INT TextScreenHeight;                                                     //0
	FLOAT UL;                                                                 //0
	FLOAT VL;                                                                 //0
};
struct UCanvas_execDrawBox_Parms
{
	class UCanvas* Canvas;                                                    //CPF_Parm
	FLOAT Width;                                                              //CPF_Parm
	FLOAT Height;                                                             //CPF_Parm
};
struct UCanvas_execDrawBracket_Parms
{
	FLOAT Width;                                                              //CPF_Parm
	FLOAT Height;                                                             //CPF_Parm
	FLOAT bracket_size;                                                       //CPF_Parm
	FLOAT X;                                                                  //0
	FLOAT Y;                                                                  //0
};
struct UCanvas_execDrawHorizontal_Parms
{
	FLOAT Y;                                                                  //CPF_Parm
	FLOAT Width;                                                              //CPF_Parm
	FLOAT cX;                                                                 //0
	FLOAT cY;                                                                 //0
};

// *****************************************************************************
// UCanvas (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UCanvas : public UObject
{
public:
	class UFont* Font;                                                        //0
	FLOAT FontScaleX;                                                         //0
	FLOAT FontScaleY;                                                         //0
	FLOAT SpaceX;                                                             //0
	FLOAT SpaceY;                                                             //0
	FLOAT OrgX;                                                               //0
	FLOAT OrgY;                                                               //0
	FLOAT ClipX;                                                              //0
	FLOAT ClipY;                                                              //0
	FLOAT CurX;                                                               //0
	FLOAT CurY;                                                               //0
	FLOAT Z;                                                                  //0
	BYTE Style;                                                               //0
	FLOAT CurYL;                                                              //0
	class FColor DrawColor;                                                   //0
	BITFIELD bCenter : 1;                                                     //0
	BITFIELD bNoSmooth : 1;                                                   //0
	INT SizeX;                                                                //0
	INT SizeY;                                                                //0
	class FPlane ColorModulate;                                               //0
	BITFIELD bForceAlpha : 1;                                                 //0
	FLOAT ForcedAlpha;                                                        //0
	BITFIELD bRenderLevel : 1;                                                //0
	class UFont* TinyFont;                                                    //0
	class UFont* SmallFont;                                                   //0
	class UFont* MedFont;                                                     //0
	class FString TinyFontName;                                               //CPF_Localized|CPF_NeedCtorLink
	class FString SmallFontName;                                              //CPF_Localized|CPF_NeedCtorLink
	class FString MedFontName;                                                //CPF_Localized|CPF_NeedCtorLink
	class UViewport* Viewport;                                                //0
	class FCanvasUtil * pCanvasUtil;                                                       //CPF_Transient
	virtual ~UCanvas();
	virtual void Destroy();
	virtual void Init(class UViewport *);
	virtual void Update();
	virtual void DrawTile(class UMaterial *, FLOAT, FLOAT, FLOAT, FLOAT, FLOAT, FLOAT, FLOAT, FLOAT, FLOAT, class FPlane, class FPlane);
	virtual void DrawIcon(class UMaterial *, FLOAT, FLOAT, FLOAT, FLOAT, FLOAT, class FPlane, class FPlane);
	virtual void DrawPattern(class UMaterial *, FLOAT, FLOAT, FLOAT, FLOAT, FLOAT, FLOAT, FLOAT, FLOAT, class FPlane, class FPlane);
	virtual void CDECL WrappedStrLenf(class UFont *, FLOAT, FLOAT, INT &, INT &, TCHAR const *, ...);
	virtual void CDECL WrappedStrLenf(class UFont *, INT &, INT &, TCHAR const *, ...);
	virtual void CDECL WrappedPrintf(class UFont *, FLOAT, FLOAT, INT, TCHAR const *, ...);
	virtual void CDECL WrappedPrintf(class UFont *, INT, TCHAR const *, ...);
	virtual void WrapStringToArray(TCHAR const *, class TArray<class FString> *, FLOAT, class UFont *, TCHAR);
	virtual void ClippedStrLen(class UFont *, FLOAT, FLOAT, FLOAT &, FLOAT &, TCHAR const *);
	virtual void ClippedPrint(class UFont *, FLOAT, FLOAT, INT, TCHAR const *);
	virtual void DrawTileStretched(class UMaterial *, FLOAT, FLOAT, FLOAT, FLOAT);
	virtual void DrawTileScaled(class UMaterial *, FLOAT, FLOAT, FLOAT, FLOAT);
	virtual void DrawTileBound(class UMaterial *, FLOAT, FLOAT, FLOAT, FLOAT);
	virtual void DrawTileJustified(class UMaterial *, FLOAT, FLOAT, FLOAT, FLOAT, BYTE);
	virtual void DrawTileScaleBound(class UMaterial *, FLOAT, FLOAT, FLOAT, FLOAT);
	virtual void DrawTileStretchedOrScaled(class UMaterial *, FLOAT, FLOAT, FLOAT, FLOAT, FLOAT, FLOAT);
	virtual void CDECL DrawTextJustified(BYTE, FLOAT, FLOAT, FLOAT, FLOAT, TCHAR const *, ...);
	virtual void SetClip(INT, INT, INT, INT);
	void DrawActor(class AActor *, INT, INT, FLOAT);
	void DrawScreenActor(class AActor *, INT, INT, FLOAT);
	static void CDECL InternalConstructor(void *);
	void SetScreenLight(INT, class FVector const &, class FColor, FLOAT);
	static class UClass * CDECL StaticClass();
	UCanvas(class UCanvas const &);
	void eventReset();
	void execClear(struct FFrame &, void * const);
	void execDrawActor(struct FFrame &, void * const);
	void execDrawActorClipped(struct FFrame &, void * const);
	void execDrawPortal(struct FFrame &, void * const);
	void execDrawScreenActor(struct FFrame &, void * const);
	void execDrawText(struct FFrame &, void * const);
	void execDrawTextClipped(struct FFrame &, void * const);
	void execDrawTextJustified(struct FFrame &, void * const);
	void execDrawTile(struct FFrame &, void * const);
	void execDrawTileClipped(struct FFrame &, void * const);
	void execDrawTileJustified(struct FFrame &, void * const);
	void execDrawTilePartialStretched(struct FFrame &, void * const);
	void execDrawTileScaled(struct FFrame &, void * const);
	void execDrawTileStretched(struct FFrame &, void * const);
	void execGetCameraLocation(struct FFrame &, void * const);
	void execSetScreenLight(struct FFrame &, void * const);
	void execSetScreenProjector(struct FFrame &, void * const);
	void execStrLen(struct FFrame &, void * const);
	void execTextSize(struct FFrame &, void * const);
	void execWorldToScreen(struct FFrame &, void * const);
	void execWrapStringToArray(struct FFrame &, void * const);
	void execWrapText(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class UCanvas & operator=(class UCanvas const &);
protected:
	UCanvas();
private:
	static class UClass PrivateStaticClass();
	void WrappedPrint(enum ERenderStyle, INT &, INT &, class UFont *, FLOAT, FLOAT, INT, TCHAR const *);
};

enum ETextureDetail{
	 UltraHigh=0
	,VeryHigh=1
	,High=2
	,Higher=3
	,Normal=4
	,Lower=5
	,Low=6
	,VeryLow=7
	,UltraLow=8
};

// *****************************************************************************
// UClient (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UClient : public UObject
{
public:
	BITFIELD CaptureMouse : 1;                                                //CPF_Config
	BITFIELD ScreenFlashes : 1;                                               //CPF_Config
	BITFIELD NoLighting : 1;                                                  //CPF_Config
	BITFIELD Decals : 1;                                                      //CPF_Config
	BITFIELD NoDynamicLights : 1;                                             //CPF_Config
	BITFIELD NoFractalAnim : 1;                                               //CPF_Config
	BITFIELD Coronas : 1;                                                     //CPF_Config
	BITFIELD DecoLayers : 1;                                                  //CPF_Config
	BITFIELD Projectors : 1;                                                  //CPF_Config
	BITFIELD ReportDynamicUploads : 1;                                        //CPF_Config
	BITFIELD WeatherEffects : 1;                                              //CPF_Config
	INT WindowedViewportX;                                                    //CPF_Config
	INT WindowedViewportY;                                                    //CPF_Config
	INT FullscreenViewportX;                                                  //CPF_Config
	INT FullscreenViewportY;                                                  //CPF_Config
	INT MenuViewportX;                                                        //CPF_Config
	INT MenuViewportY;                                                        //CPF_Config
	FLOAT Brightness;                                                         //CPF_Config
	FLOAT Contrast;                                                           //CPF_Config
	FLOAT Gamma;                                                              //CPF_Config
	char Unknown21[0x0004];
	BYTE TextureDetailWorld;                                                  //CPF_Config
	BYTE TextureDetailPlayerSkin;                                             //CPF_Config
	BYTE TextureDetailWeaponSkin;                                             //CPF_Config
	BYTE TextureDetailTerrain;                                                //CPF_Config
	BYTE TextureDetailInterface;                                              //CPF_Config
	BYTE TextureDetailRenderMap;                                              //CPF_Config
	BYTE TextureDetailLightmap;                                               //CPF_Config
	FLOAT MinDesiredFrameRate;                                                //CPF_Config
	char Unknown29[0x0004];
	FLOAT ScaleHUDX;                                                          //CPF_Config
	FLOAT AnimMeshDynamicLOD;                                                 //CPF_Config
	FLOAT DrawDistanceLOD;                                                    //CPF_Config
	virtual ~UClient();
	virtual void Destroy();
	virtual void Serialize(class FArchive &);
	virtual void PostEditChange();
	virtual void Flush(INT);
	virtual void UpdateGamma();
	virtual void RestoreGamma();
	virtual INT Exec(TCHAR const *, class FOutputDevice &);
	INT GetTextureLODBias(enum ELODSet);
	virtual void Init(class UEngine *);
	static class UClass * CDECL StaticClass();
	void StaticConstructor();
	UClient(class UClient const &);
	UClient();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class UClient & operator=(class UClient const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UCameraOverlay (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UCameraOverlay : public UCameraEffect
{
public:
	class FColor OverlayColor;                                                //CPF_Edit
	class UMaterial* OverlayMaterial;                                         //CPF_Edit
	virtual ~UCameraOverlay();
	virtual void PostRender(class UViewport *, class FRenderInterface *);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UCameraOverlay(class UCameraOverlay const &);
	UCameraOverlay();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class UCameraOverlay & operator=(class UCameraOverlay const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UMotionBlur (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UMotionBlur : public UCameraEffect
{
public:
	BYTE BlurAlpha;                                                           //CPF_Edit
	void * RenderTargets[2];                                                  //CPF_Transient
	FLOAT LastFrameTime;                                                      //0
	virtual ~UMotionBlur();
	virtual void Destroy();
	virtual void PreRender(class UViewport *, class FRenderInterface *);
	virtual void PostRender(class UViewport *, class FRenderInterface *);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UMotionBlur(class UMotionBlur const &);
	UMotionBlur();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UMotionBlur & operator=(class UMotionBlur const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// USubActionCameraEffect (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT USubActionCameraEffect : public UMatSubAction
{
public:
	class UCameraEffect* CameraEffect;                                        //CPF_Edit|CPF_0x04000000
	FLOAT StartAlpha;                                                         //CPF_Edit
	FLOAT EndAlpha;                                                           //CPF_Edit
	BITFIELD DisableAfterDuration : 1;                                        //CPF_Edit
	virtual ~USubActionCameraEffect();
	virtual INT Update(FLOAT, class ASceneManager *);
	virtual class FString GetStatString();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	USubActionCameraEffect(class USubActionCameraEffect const &);
	USubActionCameraEffect();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class USubActionCameraEffect & operator=(class USubActionCameraEffect const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UViewport (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UViewport : public UPlayer
{
public:
	// Referenced objects.
	class UCanvas*		 Canvas;	// Viewport's painting canvas.
	class UInput*		 Input;		// Input system.
	class URenderDevice* RenDev;	// Render device.

	virtual INT Exec(TCHAR const *, class FOutputDevice &);
	virtual void Serialize(TCHAR const *, enum EName);
	virtual ~UViewport();
	virtual void Destroy();
	virtual void Serialize(class FArchive &);
	virtual void ReadInput(FLOAT);
	virtual INT Lock(BYTE *, INT *);
	virtual void Unlock();
	virtual void Present();
	virtual INT SetDrag(INT);
	virtual void * GetServer();
	virtual void UpdateMousePosition();
	virtual void LoadSRGrammar(INT, class FString const &);
	virtual void TextToSpeech(class FString const &, FLOAT);
	virtual void MovieEncodeStart(class FString, FLOAT, INT, INT);
	virtual void MovieEncodeFrame();
	virtual void MovieEncodeStop();
	virtual INT FireWallHack(INT);
	void ExecMacro(TCHAR const *, class FOutputDevice &);
	void ExecuteHits(struct FHitCause const &, BYTE *, INT, TCHAR *, class FColor *, class AActor * *);
	class UClient * GetOuterUClient() const;
	INT IsDepthComplexity();
	INT IsEditing();
	INT IsLit();
	INT IsOrtho();
	INT IsPerspective();
	INT IsRealtime();
	INT IsTopView();
	INT IsWire();
	void LockOnActor(class AActor *);
	void PopHit(INT);
	void PushHit(struct HHitProxy const &, INT);
	static void CDECL RefreshAll();
	static class UClass * CDECL StaticClass();
	static TCHAR const * CDECL StaticConfigName();
	UViewport(class UViewport const &);
	UViewport();
	BYTE * _Screen(INT, INT);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class UViewport & operator=(class UViewport const &);
private:
	static class UClass PrivateStaticClass();
};

// -----------------------------------------------------------------------------
// FMapRecord ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FMapRecord
{
public:
	class FString Acronym;                                                //CPF_Edit|CPF_NeedCtorLink
	class FString MapName;                                                //CPF_Edit|CPF_NeedCtorLink
	class FString TextName;                                               //CPF_Edit|CPF_NeedCtorLink
	class FString FriendlyName;                                           //CPF_Edit|CPF_NeedCtorLink
	class FString Author;                                                 //CPF_Edit|CPF_NeedCtorLink
	class FString Description;                                            //CPF_Edit|CPF_NeedCtorLink
	INT PlayerCountMin;                                                   //CPF_Edit
	INT PlayerCountMax;                                                   //CPF_Edit
	class FString ScreenshotRef;                                          //CPF_Edit|CPF_NeedCtorLink
	class FString ExtraInfo;                                              //CPF_Edit|CPF_NeedCtorLink
	INT RecordIndex;                                                      //0
	~FMapRecord();
	FMapRecord(struct FMapRecord const &);
	FMapRecord();
	struct FMapRecord & operator=(struct FMapRecord const &);
};

// -----------------------------------------------------------------------------
// FMutatorRecord ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FMutatorRecord
{
public:
	class FString ClassName;                                              //CPF_Edit|CPF_NeedCtorLink
	class FString FriendlyName;                                           //CPF_Edit|CPF_NeedCtorLink
	class FString Description;                                            //CPF_Edit|CPF_NeedCtorLink
	class FString IconMaterialName;                                       //CPF_Edit|CPF_NeedCtorLink
	class FString ConfigMenuClassName;                                    //CPF_Edit|CPF_NeedCtorLink
	class FString GroupName;                                              //CPF_Edit|CPF_NeedCtorLink
	INT RecordIndex;                                                      //0
	BYTE bActivated;                                                      //0
	~FMutatorRecord();
	FMutatorRecord(struct FMutatorRecord const &);
	FMutatorRecord();
	struct FMutatorRecord & operator=(struct FMutatorRecord const &);
};

// -----------------------------------------------------------------------------
// FAnnouncerRecord ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FAnnouncerRecord
{
public:
	class FString ClassName;                                              //CPF_Edit|CPF_NeedCtorLink
	class FString FriendlyName;                                           //CPF_Edit|CPF_NeedCtorLink
	class FString PackageName;                                            //CPF_Edit|CPF_NeedCtorLink
	class FString FallbackPackage;                                        //CPF_Edit|CPF_NeedCtorLink
	BITFIELD bEnglishOnly : 1;                                            //CPF_Edit
	INT RecordIndex;                                                      //0
	~FAnnouncerRecord();
	FAnnouncerRecord(struct FAnnouncerRecord const &);
	FAnnouncerRecord();
	struct FAnnouncerRecord & operator=(struct FAnnouncerRecord const &);
};

// -----------------------------------------------------------------------------
// FCrosshairRecord ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FCrosshairRecord
{
public:
	class FString FriendlyName;                                           //CPF_Edit|CPF_NeedCtorLink
	class UTexture* CrosshairTexture;                                     //CPF_Edit
	INT RecordIndex;                                                      //0
	~FCrosshairRecord();
	FCrosshairRecord(struct FCrosshairRecord const &);
	FCrosshairRecord();
	struct FCrosshairRecord & operator=(struct FCrosshairRecord const &);
};

// -----------------------------------------------------------------------------
// FVehicleRecord ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FVehicleRecord
{
public:
	class FString ClassName;                                              //CPF_Edit|CPF_NeedCtorLink
	class FString FriendlyName;                                           //CPF_Edit|CPF_NeedCtorLink
	class FString Description;                                            //CPF_Edit|CPF_NeedCtorLink
	INT RecordIndex;                                                      //0
	~FVehicleRecord();
	FVehicleRecord(struct FVehicleRecord const &);
	FVehicleRecord();
	struct FVehicleRecord & operator=(struct FVehicleRecord const &);
};

// -----------------------------------------------------------------------------
// FWeaponRecord ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FWeaponRecord
{
public:
	class FString ClassName;                                              //CPF_Edit|CPF_NeedCtorLink
	class FString PickupClassName;                                        //CPF_Edit|CPF_NeedCtorLink
	class FString AttachmentClassName;                                    //CPF_Edit|CPF_NeedCtorLink
	class FString Description;                                            //CPF_Edit|CPF_NeedCtorLink
	class FString TextName;                                               //CPF_Edit|CPF_NeedCtorLink
	class FString FriendlyName;                                           //CPF_Edit|CPF_NeedCtorLink
	INT RecordIndex;                                                      //0
	~FWeaponRecord();
	FWeaponRecord(struct FWeaponRecord const &);
	FWeaponRecord();
	struct FWeaponRecord & operator=(struct FWeaponRecord const &);
};

// -----------------------------------------------------------------------------
// FStandard ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FStandard
{
public:
	TArray<class FString> Classes;                                        //CPF_Edit|CPF_NeedCtorLink
	TArray<class FString> Maps;                                           //CPF_Edit|CPF_NeedCtorLink
	~FStandard();
	FStandard(struct FStandard const &);
	FStandard();
	struct FStandard & operator=(struct FStandard const &);
};
struct UCacheManager_execGetAnnouncerRecord_Parms
{
	class FString ClassName;                                                  //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	struct FAnnouncerRecord ReturnValue;                                      //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct UCacheManager_execGetVehicleRecord_Parms
{
	class FString ClassName;                                                  //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	struct FVehicleRecord ReturnValue;                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct UCacheManager_execGetWeaponRecord_Parms
{
	class FString ClassName;                                                  //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	struct FWeaponRecord ReturnValue;                                         //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct UCacheManager_execGetMutatorRecord_Parms
{
	class FString ClassName;                                                  //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	struct FMutatorRecord ReturnValue;                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct UCacheManager_execGetMapRecord_Parms
{
	class FString MapName;                                                    //CPF_Parm|CPF_NeedCtorLink
	struct FMapRecord ReturnValue;                                            //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct UCacheManager_execGetGameRecord_Parms
{
	class FString ClassName;                                                  //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	struct FGameRecord ReturnValue;                                           //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct UCacheManager_execGetTeamSymbolList_Parms
{
	TArray<class FString> SymbolNames;                                        //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	BITFIELD bNoSinglePlayer : 1;                                             //CPF_Parm
};
struct UCacheManager_execGetAnnouncerList_Parms
{
	TArray<struct FAnnouncerRecord> AnnouncerRecords;                         //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
};
struct UCacheManager_execGetMutatorList_Parms
{
	TArray<struct FMutatorRecord> MutatorRecords;                             //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
};
struct UCacheManager_execGetCrosshairList_Parms
{
	TArray<struct FCrosshairRecord> CrosshairRecords;                         //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
};
struct UCacheManager_execGetVehicleList_Parms
{
	TArray<struct FVehicleRecord> VehicleRecords;                             //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
};
struct UCacheManager_execGetWeaponList_Parms
{
	TArray<struct FWeaponRecord> WeaponRecords;                               //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
};
struct UCacheManager_execGetMapList_Parms
{
	TArray<struct FMapRecord> MapRecords;                                     //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	class FString Acronym;                                                    //CPF_Parm|CPF_NeedCtorLink
};
struct UCacheManager_execGetGameTypeList_Parms
{
	TArray<struct FGameRecord> GameRecords;                                   //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	class FString FilterType;                                                 //CPF_Parm|CPF_NeedCtorLink
};
struct UCacheManager_execIsDefaultContent_Parms
{
	class FString Item;                                                       //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UCacheManager_execIsBPContent_Parms
{
	class FString Item;                                                       //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UCacheManager_execIs2004Content_Parms
{
	class FString Item;                                                       //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UCacheManager_execIs2003Content_Parms
{
	class FString Item;                                                       //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UCacheManager_execInitCache_Parms
{
};

// *****************************************************************************
// UCacheManager (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UCacheManager : public UObject
{
public:
	TArray<struct FStandard> DefaultContent;                                  //CPF_Edit|CPF_NeedCtorLink
	TArray<struct FMutatorRecord> CacheMutators;                              //CPF_Edit|CPF_NeedCtorLink
	TArray<struct FMapRecord> CacheMaps;                                      //CPF_Edit|CPF_NeedCtorLink
	TArray<struct FWeaponRecord> CacheWeapons;                                //CPF_Edit|CPF_NeedCtorLink
	TArray<struct FVehicleRecord> CacheVehicles;                              //CPF_Edit|CPF_NeedCtorLink
	TArray<struct FCrosshairRecord> CacheCrosshairs;                          //CPF_Edit|CPF_NeedCtorLink
	TArray<struct FGameRecord> CacheGameTypes;                                //CPF_Edit|CPF_NeedCtorLink
	TArray<struct FAnnouncerRecord> CacheAnnouncers;                          //CPF_Edit|CPF_NeedCtorLink
	void * FileManager;                                                       //CPF_Native|CPF_Transient
	void * Tracker;                                                           //CPF_Native|CPF_Transient
	virtual ~UCacheManager();
	virtual void Destroy();
	class FCacheFileManager * CreateFileManager(DWORD) const;
	class FCacheTracker * CreateTracker() const;
	INT GetAnnouncerRecord(TCHAR const *, struct FAnnouncerRecord &);
	static class UCacheManager * CDECL GetCache();
	class FCacheFileManager const * GetFileManager();
	INT GetGameRecord(TCHAR const *, struct FGameRecord &);
	INT GetMapRecord(TCHAR const *, struct FMapRecord &);
	INT GetMutatorRecord(TCHAR const *, struct FMutatorRecord &);
	void const * GetRecords(TCHAR const *);
	class FCacheTracker const * GetTracker() const;
	INT GetVehicleRecord(TCHAR const *, struct FVehicleRecord &);
	INT GetWeaponRecord(TCHAR const *, struct FWeaponRecord &);
	void InitCache(TCHAR const *);
	void InitCacheManager(DWORD);
	INT Initialized(TCHAR const *) const;
	static void CDECL InternalConstructor(void *);
	static INT CDECL IsAnnouncerRecord(TCHAR const *);
	static INT CDECL IsCrosshairRecord(TCHAR const *);
	INT IsDefaultMap(TCHAR const *) const;
	INT IsDefaultPackage(TCHAR const *) const;
	static INT CDECL IsGameRecord(TCHAR const *);
	static INT CDECL IsMapRecord(TCHAR const *);
	static INT CDECL IsMutatorRecord(TCHAR const *);
	static INT CDECL IsVehicleRecord(TCHAR const *);
	static INT CDECL IsWeaponRecord(TCHAR const *);
	INT RefreshCache();
	INT RemoveCacheEntry(TCHAR const *) const;
	void SaveNewPackages(class FCacheTracker *, class FCacheFileManager *, TCHAR const *, class FString const *);
	static class UClass * CDECL StaticClass();
	UCacheManager(class UCacheManager const &);
	void execGetAnnouncerList(struct FFrame &, void * const);
	void execGetAnnouncerRecord(struct FFrame &, void * const);
	void execGetCrosshairList(struct FFrame &, void * const);
	void execGetGameRecord(struct FFrame &, void * const);
	void execGetGameTypeList(struct FFrame &, void * const);
	void execGetMapList(struct FFrame &, void * const);
	void execGetMapRecord(struct FFrame &, void * const);
	void execGetMutatorList(struct FFrame &, void * const);
	void execGetMutatorRecord(struct FFrame &, void * const);
	void execGetTeamSymbolList(struct FFrame &, void * const);
	void execGetVehicleList(struct FFrame &, void * const);
	void execGetVehicleRecord(struct FFrame &, void * const);
	void execGetWeaponList(struct FFrame &, void * const);
	void execGetWeaponRecord(struct FFrame &, void * const);
	void execInitCache(struct FFrame &, void * const);
	void execIs2003Content(struct FFrame &, void * const);
	void execIs2004Content(struct FFrame &, void * const);
	void execIsBPContent(struct FFrame &, void * const);
	void execIsDefaultContent(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class UCacheManager & operator=(class UCacheManager const &);
protected:
	void Close();
	void ExportCacheMaps(class TArray<class FString> const &, TCHAR const *) const;
	void ExportCacheMaps(class TArray<class FString> const &, TCHAR const *, class TArray<class FString> &) const;
	void ExportCacheMaps(class FString const &, TCHAR const *) const;
	void ExportCacheMaps(class FString const &, TCHAR const *, class TArray<class FString> &) const;
	void ExportCachePackages(class TArray<class FString> const &, TCHAR const *) const;
	void ExportCachePackages(class FString const &, TCHAR const *, class TArray<class FString> &) const;
	void ExportCachePackages(class FString const &, TCHAR const *) const;
	void ExportCachePackages(class TArray<class FString> const &, TCHAR const *, class TArray<class FString> &) const;
	INT ParseAnnouncer(TCHAR const *);
	INT ParseCrosshair(TCHAR const *);
	INT ParseGame(TCHAR const *);
	INT ParseMap(TCHAR const *);
	INT ParseMutator(TCHAR const *);
	INT ParseVehicle(TCHAR const *);
	INT ParseWeapon(TCHAR const *);
	UCacheManager();
private:
	INT CreateMapEntry(class ULevelSummary const *, class FString &) const;
	INT CreatePackageEntry(class UClass *, class FString &) const;
	INT CreatePackageEntry(class AAnnouncerVoice const *, class FString &) const;
	INT CreatePackageEntry(class AGameInfo const *, class FString &) const;
	INT CreatePackageEntry(class AMutator const *, class FString &) const;
	INT CreatePackageEntry(class AVehicle const *, class FString &) const;
	INT CreatePackageEntry(class AWeapon const *, class FString &) const;
	INT CreatePackageEntry(class UCrosshairPack const *, class FString &) const;
	void IntegrateNewPackages(TCHAR const *);
	INT ParseCacheFiles(TCHAR const *);
	static class UClass PrivateStaticClass();
	void ScanDirectories(class FCacheTracker * const);
};

enum EBeamEndPointType{
	 PTEP_Velocity=0
	,PTEP_Distance=1
	,PTEP_Offset=2
	,PTEP_Actor=3
	,PTEP_TraceOffset=4
	,PTEP_OffsetAsAbsolute=5
	,PTEP_DynamicDistance=6
};

// -----------------------------------------------------------------------------
// FParticleBeamEndPoint ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FParticleBeamEndPoint
{
public:
	FName ActorTag;                                                       //CPF_Edit
	class FRangeVector offset;                                            //CPF_Edit
	FLOAT Weight;                                                         //CPF_Edit
};

// -----------------------------------------------------------------------------
// FParticleBeamData ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FParticleBeamData
{
public:
	class FVector Location;                                               //0
	FLOAT t;                                                              //0
};

// -----------------------------------------------------------------------------
// FParticleBeamScale ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FParticleBeamScale
{
public:
	class FVector FrequencyScale;                                         //CPF_Edit
	FLOAT RelativeLength;                                                 //CPF_Edit
};

// *****************************************************************************
// UBeamEmitter (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UBeamEmitter : public UParticleEmitter
{
public:
	class FRange BeamDistanceRange;                                           //CPF_Edit
	TArray<struct FParticleBeamEndPoint> BeamEndPoints;                       //CPF_Edit|CPF_NeedCtorLink
	BYTE DetermineEndPointBy;                                                 //CPF_Edit
	FLOAT BeamTextureUScale;                                                  //CPF_Edit
	FLOAT BeamTextureVScale;                                                  //CPF_Edit
	INT RotatingSheets;                                                       //CPF_Edit
	BITFIELD TriggerEndpoint : 1;                                             //CPF_Edit
	class FRangeVector LowFrequencyNoiseRange;                                //CPF_Edit
	INT LowFrequencyPoints;                                                   //CPF_Edit
	class FRangeVector HighFrequencyNoiseRange;                               //CPF_Edit
	INT HighFrequencyPoints;                                                  //CPF_Edit
	TArray<struct FParticleBeamScale> LFScaleFactors;                         //CPF_Edit|CPF_NeedCtorLink
	TArray<struct FParticleBeamScale> HFScaleFactors;                         //CPF_Edit|CPF_NeedCtorLink
	FLOAT LFScaleRepeats;                                                     //CPF_Edit
	FLOAT HFScaleRepeats;                                                     //CPF_Edit
	BITFIELD UseHighFrequencyScale : 1;                                       //CPF_Edit
	BITFIELD UseLowFrequencyScale : 1;                                        //CPF_Edit
	BITFIELD NoiseDeterminesEndPoint : 1;                                     //CPF_Edit
	class FRangeVector DynamicHFNoiseRange;                                   //CPF_Edit
	class FRange DynamicHFNoisePointsRange;                                   //CPF_Edit
	class FRange DynamicTimeBetweenNoiseRange;                                //CPF_Edit
	BITFIELD UseBranching : 1;                                                //CPF_Edit
	class FRange BranchProbability;                                           //CPF_Edit
	class FRange BranchHFPointsRange;                                         //CPF_Edit
	INT BranchEmitter;                                                        //CPF_Edit
	class FRange BranchSpawnAmountRange;                                      //CPF_Edit
	BITFIELD LinkupLifetime : 1;                                              //CPF_Edit
	INT SheetsUsed;                                                           //CPF_Transient
	INT VerticesPerParticle;                                                  //CPF_Transient
	INT IndicesPerParticle;                                                   //CPF_Transient
	INT PrimitivesPerParticle;                                                //CPF_Transient
	FLOAT BeamValueSum;                                                       //CPF_Transient
	TArray<struct FParticleBeamData> HFPoints;                                //CPF_Transient|CPF_NeedCtorLink
	TArray<class FVector> LFPoints;                                           //CPF_Transient|CPF_NeedCtorLink
	TArray<class AActor*> HitActors;                                          //CPF_Transient|CPF_NeedCtorLink
	FLOAT TimeSinceLastDynamicNoise;                                          //CPF_Transient
	virtual ~UBeamEmitter();
	virtual void PostEditChange();
	virtual void Initialize(INT);
	virtual void CleanUp();
	virtual void Scale(FLOAT);
	virtual void SpawnParticle(INT, FLOAT, INT, INT, class FVector const &);
	virtual INT UpdateParticles(FLOAT);
	virtual INT RenderParticles();//class FDynamicActor *, class FLevelSceneNode *, class TList<class FDynamicLight *> *, class FRenderInterface *);
	virtual void UpdateActorHitList();
	virtual void UpdateBeamLength(FLOAT);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UBeamEmitter(class UBeamEmitter const &);
	UBeamEmitter();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class UBeamEmitter & operator=(class UBeamEmitter const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UAudioSubsystem (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UAudioSubsystem : public USubsystem
{
public:
	FLOAT AmbientVolume;                                                      //CPF_Config
	FLOAT SoundVolume;                                                        //CPF_Config
	FLOAT VoiceVolume;                                                        //CPF_Config
	FLOAT MusicVolume;                                                        //CPF_Config
	FLOAT VolumeScaleRec;                                                     //CPF_Config
	BITFIELD UseVoIP : 1;                                                     //CPF_Config
	virtual INT Exec(TCHAR const *, class FOutputDevice &);
	virtual ~UAudioSubsystem();
	virtual void PostEditChange();
	virtual INT Init();
	virtual void SetViewport(class UViewport *);
	virtual void Flush();
	virtual INT Update(class FSceneNode *);
	virtual void PlaySound(class FSoundSource *);
	virtual DOUBLE OffsetInSound(class AActor *, class USound *);
	virtual INT PauseSound(class AActor *, class USound *);
	virtual INT ResumeSound(class AActor *, class USound *);
	virtual INT StopSound(class AActor *, class USound *);
	virtual INT PlayVoicePacket(struct FVoiceInfo *);
	virtual void NoteDestroy(class USound *);
	virtual void NoteDestroy(class AActor *);
	virtual INT FindSource();
	virtual void SetTransientSource(class FSoundSource *);
	virtual class FSoundSource * GetSource(INT);
	virtual class FSoundSource * GetTransientSource();
	virtual INT GetNumSources();
	virtual INT LowQualitySound();
	virtual INT SeekStream(INT, FLOAT);
	void AllowMusicPlayback(INT);
	static class FAudioCaptureDevice * CaptureDevice();
	static INT * CodecFrameSize();
	static INT * CodecFrequency();
	static INT * CodecPacketSize();
	static INT * CodecPacketTime();
	class FListener * GetListener();
	class UViewport * GetViewport();
	static void CDECL InternalConstructor(void *);
	INT IsPaused(INT);
	INT IsQueued(class USound *);
	INT PauseStream(INT);
	INT PlayMusic(class FString, FLOAT);
	void PlaySound(class AActor *, INT, class USound *, class FVector, FLOAT, FLOAT, FLOAT, INT, FLOAT);
	INT PlayStream(class FString, INT, FLOAT, FLOAT, FLOAT);
	INT SetVolume(INT, FLOAT);
	static class UClass * CDECL StaticClass();
	void StaticConstructor();
	void StopAllMusic(FLOAT);
	void StopAllSounds();
	void StopStream(INT, FLOAT);
	UAudioSubsystem(class UAudioSubsystem const &);
	UAudioSubsystem();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class UAudioSubsystem & operator=(class UAudioSubsystem const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// USoundGroup (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT USoundGroup : public USound
{
public:
	class FString Package;                                                    //CPF_NeedCtorLink|CPF_0x20000000
	TArray<class USound*> Sounds;                                             //CPF_Edit|CPF_Native
	FLOAT TotalLikelihood;                                                    //CPF_Native|CPF_Transient
	class USound* RenderedSound;                                              //CPF_Transient
	virtual ~USoundGroup();
	virtual void PostLoad();
	virtual void Destroy();
	virtual void Serialize(class FArchive &);
	virtual void PostEditChange();
	virtual class USound * RenderSoundPlay(FLOAT *, FLOAT *);
	virtual bool IsValid();
	virtual class FSoundData & GetData();
	virtual class FName GetFileType();
	virtual void SetFileType(class FName);
	virtual TCHAR const * GetFilename();
	virtual INT GetOriginalSize();
	virtual void * GetHandle();
	virtual void SetHandle(void *);
	virtual INT GetFlags();
	virtual FLOAT GetDuration();
	virtual FLOAT GetRadius();
	virtual FLOAT GetVelocityScale();
	virtual void SetDuration(FLOAT);
	virtual void PS2Convert();
	virtual void Load();
	static void CDECL InternalConstructor(void *);
	void RefreshGroup(class FString const &);
	void RefreshGroup(INT);
	static class UClass * CDECL StaticClass();
	USoundGroup(class USoundGroup const &);
	USoundGroup();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class USoundGroup & operator=(class USoundGroup const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UProceduralSound (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UProceduralSound : public USound
{
public:
	class USound* BaseSound;                                                  //CPF_Edit
	FLOAT PitchModification;                                                  //CPF_Edit
	FLOAT VolumeModification;                                                 //CPF_Edit
	FLOAT PitchVariance;                                                      //CPF_Edit
	FLOAT VolumeVariance;                                                     //CPF_Edit
	FLOAT RenderedPitchModification;                                          //CPF_Transient
	FLOAT RenderedVolumeModification;                                         //CPF_Transient
	virtual ~UProceduralSound();
	virtual void PostLoad();
	virtual void Destroy();
	virtual void Serialize(class FArchive &);
	virtual void PostEditChange();
	virtual class USound * RenderSoundPlay(FLOAT *, FLOAT *);
	virtual bool IsValid();
	virtual class FSoundData & GetData();
	virtual class FName GetFileType();
	virtual void SetFileType(class FName);
	virtual TCHAR const * GetFilename();
	virtual INT GetOriginalSize();
	virtual void * GetHandle();
	virtual void SetHandle(void *);
	virtual INT GetFlags();
	virtual FLOAT GetDuration();
	virtual FLOAT GetRadius();
	virtual FLOAT GetVelocityScale();
	virtual void SetDuration(FLOAT);
	virtual void PS2Convert();
	virtual void Load();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UProceduralSound(class UProceduralSound const &);
	UProceduralSound();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UProceduralSound & operator=(class UProceduralSound const &);
private:
	static class UClass PrivateStaticClass();
};

// -----------------------------------------------------------------------------
// FCachedSound ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FCachedSound
{
public:
	FName CacheName;                                                      //0
	class USound* CacheSound;                                             //0
};
struct AAnnouncerVoice_execPrecacheAnnouncements_Parms
{
	BITFIELD bRewardSounds : 1;                                               //CPF_Parm
	class UClass* GameClass;                                                  //0
	class AActor* A;                                                          //0
};
struct AAnnouncerVoice_execPrecacheFallbackPackage_Parms
{
	class FString Package;                                                    //CPF_Parm|CPF_NeedCtorLink
	FName AName;                                                              //CPF_Parm
	class USound* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class USound* NewSound;                                                   //0
	INT i;                                                                    //0
};
struct AAnnouncerVoice_execPrecacheSound_Parms
{
	FName AName;                                                              //CPF_Parm
	class USound* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class USound* NewSound;                                                   //0
};
struct AAnnouncerVoice_execGetSound_Parms
{
	FName AName;                                                              //CPF_Parm
	class USound* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class USound* NewSound;                                                   //0
	INT i;                                                                    //0
};

// *****************************************************************************
// AAnnouncerVoice (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AAnnouncerVoice : public AInfo
{
public:
	class FString SoundPackage;                                               //CPF_NeedCtorLink|CPF_0x01000000
	class FString FallbackSoundPackage;                                       //CPF_NeedCtorLink|CPF_0x01000000
	class FString AlternateFallbackSoundPackage;                              //CPF_NeedCtorLink
	class FString AnnouncerName;                                              //CPF_Localized|CPF_NeedCtorLink|CPF_0x01000000
	TArray<struct FCachedSound> CachedSounds;                                 //CPF_NeedCtorLink
	BITFIELD bPrecachedBaseSounds : 1;                                        //0
	BITFIELD bPrecachedGameSounds : 1;                                        //0
	BITFIELD bEnglishOnly : 1;                                                //CPF_0x01000000
	virtual ~AAnnouncerVoice();
	AAnnouncerVoice(class AAnnouncerVoice const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class AAnnouncerVoice & operator=(class AAnnouncerVoice const &);
protected:
	AAnnouncerVoice();
private:
	static class UClass PrivateStaticClass();
};
struct AHoverPathNode_eventSpecialCost_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	class UReachSpec* Path;                                                   //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};

// *****************************************************************************
// AHoverPathNode (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AHoverPathNode : public ARoadPathNode
{
public:
	virtual ~AHoverPathNode();
	virtual INT NotReachableBy(class APawn *);
	AHoverPathNode(class AHoverPathNode const &);
	AHoverPathNode();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class AHoverPathNode & operator=(class AHoverPathNode const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// AFlyingPathNode (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AFlyingPathNode : public APathNode
{
public:
	virtual ~AFlyingPathNode();
	virtual INT ReachedBy(class APawn *, class FVector);
	virtual INT NoReachDistance();
	virtual INT ProscribedPathTo(class ANavigationPoint *);
	virtual void addReachSpecs(class APawn *, INT);
	virtual void InitForPathFinding();
	virtual INT ShouldBeBased();
	virtual INT ReviewPath(class APawn *);
	virtual INT BigAnchor(class APawn *, class FVector);
	AFlyingPathNode(class AFlyingPathNode const &);
	AFlyingPathNode();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class AFlyingPathNode & operator=(class AFlyingPathNode const &);
private:
	static class UClass PrivateStaticClass();
};

enum EPlayerPos{
	 POS_Auto=0
	,POS_Defense=1
	,POS_Offense=2
	,POS_Roam=3
	,POS_Supporting=4
};

#define UCONST_NUM_POSITIONS 5
#define UCONST_TEAM_SIZE 7
#define UCONST_LINEUP_SIZE 4
#define UCONST_NUM_LADDERS 6

struct UGameProfile_execCanChangeTeam_Parms
{
	class AController* Other;                                                 //CPF_Parm
	INT NewTeam;                                                              //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UGameProfile_execReportCheat_Parms
{
	class APlayerController* Cheater;                                         //CPF_Parm
	class FString cheat;                                                      //CPF_Parm|CPF_NeedCtorLink
};
struct UGameProfile_execClearTeammates_Parms
{
	INT i;                                                                    //0
};
struct UGameProfile_execReleaseTeammate_Parms
{
	class FString botname;                                                    //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
	INT j;                                                                    //0
};
struct UGameProfile_execAddTeammate_Parms
{
	class FString botname;                                                    //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct UGameProfile_execSetLineup_Parms
{
	INT lineuppos;                                                            //CPF_Parm
	INT teampos;                                                              //CPF_Parm
	INT oldlineuppos;                                                         //0
	INT oldteammate;                                                          //0
	INT i;                                                                    //0
};
struct UGameProfile_execSetPosition_Parms
{
	INT lineupnum;                                                            //CPF_Parm
	class FString posn;                                                       //CPF_Parm|CPF_NeedCtorLink
};
struct UGameProfile_execGetPositionDescription_Parms
{
	INT PlayerNum;                                                            //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct UGameProfile_execEnumPositionDescription_Parms
{
	class FString posnval;                                                    //CPF_Parm|CPF_NeedCtorLink
	BYTE ReturnValue;                                                         //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	BYTE retval;                                                              //0
};
struct UGameProfile_execTextPositionDescription_Parms
{
	INT posnval;                                                              //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	class FString retval;                                                     //CPF_NeedCtorLink
};
struct UGameProfile_execGetNumTeammatesForMatch_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class UMatchInfo* M;                                                      //0
};
struct UGameProfile_execGetNumPositions_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UGameProfile_execGetMatchDescription_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct UGameProfile_execContinueSinglePlayerGame_Parms
{
	class ALevelInfo* Level;                                                  //CPF_Parm
	BITFIELD bReplace : 1;                                                    //CPF_Parm
};
struct UGameProfile_execFindFirstUnfinishedLadder_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct UGameProfile_execStartNewMatch_Parms
{
	INT PickedLadder;                                                         //CPF_Parm
	class ALevelInfo* CurrentLevel;                                           //CPF_Parm
	class AController* C;                                                     //0
};
struct UGameProfile_execRegisterGame_Parms
{
	class AGameInfo* currentGame;                                             //CPF_Parm
	class APlayerReplicationInfo* PRI;                                        //CPF_Parm
};
struct UGameProfile_execGetMatchInfo_Parms
{
	INT Ladder;                                                               //CPF_Parm
	INT rung;                                                                 //CPF_Parm
	class UMatchInfo* ReturnValue;                                            //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UGameProfile_execCheatJumpMatch_Parms
{
	class AGameInfo* currentGame;                                             //CPF_Parm
	INT Param;                                                                //CPF_Parm
	class AController* C;                                                     //0
	INT newladder;                                                            //0
	INT newrung;                                                              //0
};
struct UGameProfile_execCheatSkipMatch_Parms
{
	class AGameInfo* currentGame;                                             //CPF_Parm
};
struct UGameProfile_execInitialize_Parms
{
	class AGameInfo* currentGame;                                             //CPF_Parm
	class FString pn;                                                         //CPF_Parm|CPF_NeedCtorLink
	class AController* C;                                                     //0
};

// *****************************************************************************
// UGameProfile (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UGameProfile : public UObject
{
public:
	class FString PackageName;                                                //CPF_Edit|CPF_NeedCtorLink
	INT ManifestIndex;                                                        //CPF_Edit
	class FString PositionName[5];                                            //CPF_Localized|CPF_NeedCtorLink
	BYTE PlayerPositions[7];                                                  //0
	TArray<class FString> PlayerTeam;                                         //CPF_Edit|CPF_NeedCtorLink
	INT PlayerLineup[4];                                                      //0
	class FString EnemyTeam;                                                  //CPF_NeedCtorLink
	class FString TeamName;                                                   //CPF_NeedCtorLink
	class FString TeamSymbolName;                                             //CPF_NeedCtorLink
	FLOAT BaseDifficulty;                                                     //CPF_Edit
	FLOAT Difficulty;                                                         //CPF_Edit
	INT SalaryCap;                                                            //0
	class FString PlayerName;                                                 //CPF_NeedCtorLink
	class FString PlayerCharacter;                                            //CPF_NeedCtorLink
	INT Kills;                                                                //CPF_Edit
	INT Goals;                                                                //CPF_Edit
	INT Deaths;                                                               //CPF_Edit
	INT Wins;                                                                 //CPF_Edit
	INT Matches;                                                              //CPF_Edit
	INT ladderrung[6];                                                        //0
	class FString SpecialEvent;                                               //CPF_NeedCtorLink
	class FString GameLadderName;                                             //CPF_NeedCtorLink
	class UClass* GameLadder;                                                 //0
	INT CurrentLadder;                                                        //0
	INT CurrentMenuRung;                                                      //CPF_Transient
	class UObject* NextMatchObject;                                           //CPF_Transient
	class UObject* ChampBorderObject;                                         //CPF_Transient
	BITFIELD bInLadderGame : 1;                                               //0
	BITFIELD bWonMatch : 1;                                                   //0
	virtual ~UGameProfile();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UGameProfile(class UGameProfile const &);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class UGameProfile & operator=(class UGameProfile const &);
protected:
	UGameProfile();
private:
	static class UClass PrivateStaticClass();
};

// -----------------------------------------------------------------------------
// FKeyValuePair ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FKeyValuePair
{
public:
	class FString Key;                                                    //CPF_Edit|CPF_NeedCtorLink
	class FString Value;                                                  //CPF_Edit|CPF_NeedCtorLink
	~FKeyValuePair();
	FKeyValuePair(struct FKeyValuePair const &);
	FKeyValuePair();
	struct FKeyValuePair & operator=(struct FKeyValuePair const &);
};

// -----------------------------------------------------------------------------
// FPlayerResponseLine ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FPlayerResponseLine
{
public:
	INT PlayerNum;                                                        //CPF_Edit
	class FString PlayerName;                                             //CPF_Edit|CPF_NeedCtorLink
	INT Ping;                                                             //CPF_Edit
	INT Score;                                                            //CPF_Edit
	INT StatsID;                                                          //CPF_Edit
	~FPlayerResponseLine();
	FPlayerResponseLine(struct FPlayerResponseLine const &);
	FPlayerResponseLine();
	struct FPlayerResponseLine & operator=(struct FPlayerResponseLine const &);
};

// -----------------------------------------------------------------------------
// FServerResponseLine ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FServerResponseLine
{
public:
	INT ServerID;                                                         //CPF_Edit
	class FString IP;                                                     //CPF_Edit|CPF_NeedCtorLink
	INT Port;                                                             //CPF_Edit
	INT QueryPort;                                                        //CPF_Edit
	class FString ServerName;                                             //CPF_Edit|CPF_NeedCtorLink
	class FString MapName;                                                //CPF_Edit|CPF_NeedCtorLink
	class FString GameType;                                               //CPF_Edit|CPF_NeedCtorLink
	INT CurrentPlayers;                                                   //CPF_Edit
	INT MaxPlayers;                                                       //CPF_Edit
	INT Ping;                                                             //CPF_Edit
	INT Flags;                                                            //CPF_Edit
	class FString SkillLevel;                                             //CPF_Edit|CPF_NeedCtorLink
	TArray<struct FKeyValuePair> ServerInfo;                              //CPF_Edit|CPF_NeedCtorLink
	TArray<struct FPlayerResponseLine> PlayerInfo;                        //CPF_Edit|CPF_NeedCtorLink
	~FServerResponseLine();
	FServerResponseLine(struct FServerResponseLine const &);
	FServerResponseLine();
	struct FServerResponseLine & operator=(struct FServerResponseLine const &);
};
struct AMutator_execMutate_Parms
{
	class FString MutateString;                                               //CPF_Parm|CPF_NeedCtorLink
	class APlayerController* Sender;                                          //CPF_Parm
};
struct AMutator_execDestroyed_Parms
{
	class AMutator* M;                                                        //0
};
struct AMutator_execMutatorIsAllowed_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMutator_eventPreBeginPlay_Parms
{
};
struct AMutator_execDriverLeftVehicle_Parms
{
	class AVehicle* V;                                                        //CPF_Parm
	class APawn* P;                                                           //CPF_Parm
};
struct AMutator_execCanLeaveVehicle_Parms
{
	class AVehicle* V;                                                        //CPF_Parm
	class APawn* P;                                                           //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMutator_execDriverEnteredVehicle_Parms
{
	class AVehicle* V;                                                        //CPF_Parm
	class APawn* P;                                                           //CPF_Parm
};
struct AMutator_execCanEnterVehicle_Parms
{
	class AVehicle* V;                                                        //CPF_Parm
	class APawn* P;                                                           //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMutator_execServerTraveling_Parms
{
	class FString URL;                                                        //CPF_Parm|CPF_NeedCtorLink
	BITFIELD bItems : 1;                                                      //CPF_Parm
};
struct AMutator_eventOverrideDownload_Parms
{
	class FString PlayerIP;                                                   //CPF_Parm|CPF_NeedCtorLink
	class FString PlayerID;                                                   //CPF_Parm|CPF_NeedCtorLink
	class FString PlayerURL;                                                  //CPF_Parm|CPF_NeedCtorLink
	class FString RedirectURL;                                                //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMutator_execMutatorFillPlayInfo_Parms
{
	class UPlayInfo* PlayInfo;                                                //CPF_Parm
};
struct AMutator_execParseChatPercVar_Parms
{
	class AController* Who;                                                   //CPF_Parm
	class FString Cmd;                                                        //CPF_Parm|CPF_NeedCtorLink
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AMutator_execGetServerPlayers_Parms
{
	struct FServerResponseLine ServerState;                                   //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
};
struct AMutator_execGetServerDetails_Parms
{
	struct FServerResponseLine ServerState;                                   //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	INT i;                                                                    //0
};
struct AMutator_execPlayerChangedClass_Parms
{
	class AController* aPlayer;                                               //CPF_Parm
};
struct AMutator_execCheckReplacement_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	BYTE bSuperRelevant;                                                      //CPF_Parm|CPF_OutParm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMutator_execCheckRelevance_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	BITFIELD bResult : 1;                                                     //0
	BYTE bSuperRelevant;                                                      //0
};
struct AMutator_execIsRelevant_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	BYTE bSuperRelevant;                                                      //CPF_Parm|CPF_OutParm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	BITFIELD bResult : 1;                                                     //0
};
struct AMutator_execAlwaysKeep_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMutator_execReplaceWith_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class FString aClassName;                                                 //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class AActor* A;                                                          //0
	class UClass* aClass;                                                     //0
};
struct AMutator_execNewRecommendCombo_Parms
{
	class FString ComboName;                                                  //CPF_Parm|CPF_NeedCtorLink
	class AAIController* C;                                                   //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	class FString NewComboName;                                               //CPF_NeedCtorLink
};
struct AMutator_execRecommendCombo_Parms
{
	class FString ComboName;                                                  //CPF_Parm|CPF_NeedCtorLink
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AMutator_execAddMutator_Parms
{
	class AMutator* M;                                                        //CPF_Parm
};
struct AMutator_execMyDefaultWeapon_Parms
{
	class UClass ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMutator_execGetInventoryClassOverride_Parms
{
	class FString InventoryClassName;                                         //CPF_Parm|CPF_NeedCtorLink
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AMutator_execGetInventoryClass_Parms
{
	class FString InventoryClassName;                                         //CPF_Parm|CPF_NeedCtorLink
	class UClass ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMutator_execGetDefaultWeapon_Parms
{
	class UClass ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class UClass* W;                                                          //0
};
struct AMutator_execModifyPlayer_Parms
{
	class APawn* Other;                                                       //CPF_Parm
};
struct AMutator_execNotifyLogout_Parms
{
	class AController* Exiting;                                               //CPF_Parm
};
struct AMutator_execModifyLogin_Parms
{
	class FString Portal;                                                     //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	class FString Options;                                                    //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
};

// *****************************************************************************
// AMutator (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AMutator : public AInfo
{
public:
	class AMutator* NextMutator;                                              //0
	class UClass* DefaultWeapon;                                              //0
	class FString DefaultWeaponName;                                          //CPF_NeedCtorLink
	BITFIELD bUserAdded : 1;                                                  //0
	BITFIELD bAddToServerPackages : 1;                                        //0
	class FString IconMaterialName;                                           //CPF_Edit|CPF_NeedCtorLink|CPF_0x01000000
	class FString ConfigMenuClassName;                                        //CPF_Edit|CPF_NeedCtorLink|CPF_0x01000000
	class FString GroupName;                                                  //CPF_Edit|CPF_NeedCtorLink|CPF_0x01000000
	class FString FriendlyName;                                               //CPF_Edit|CPF_Localized|CPF_NeedCtorLink|CPF_0x01000000
	class FString Description;                                                //CPF_Edit|CPF_Localized|CPF_NeedCtorLink|CPF_0x01000000
	virtual ~AMutator();
	AMutator(class AMutator const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	DWORD eventOverrideDownload(class FString const &, class FString const &, class FString const &, class FString &);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class AMutator & operator=(class AMutator const &);
protected:
	AMutator();
private:
	static class UClass PrivateStaticClass();
};
struct AAvoidMarker_execStartleBots_Parms
{
	class APawn* P;                                                           //0
};
struct AAvoidMarker_execRelevantTo_Parms
{
	class APawn* P;                                                           //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AAvoidMarker_execTouch_Parms
{
	class AActor* Other;                                                      //CPF_Parm
};

// *****************************************************************************
// AAvoidMarker (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AAvoidMarker : public ATriggers
{
public:
	BYTE TeamNum;                                                             //0
	virtual ~AAvoidMarker();
	AAvoidMarker(class AAvoidMarker const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class AAvoidMarker & operator=(class AAvoidMarker const &);
protected:
	AAvoidMarker();
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UManifest (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UManifest : public UObject
{
public:
	TArray<class FString> ManifestEntries;                                    //CPF_Edit|CPF_NeedCtorLink
	virtual ~UManifest();
	void AddEntry(class FString const &);
	INT FindEntry(class FString const &);
	static void CDECL InternalConstructor(void *);
	void RemoveEntry(INT);
	static class UClass * CDECL StaticClass();
	UManifest(class UManifest const &);
	UManifest();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UManifest & operator=(class UManifest const &);
private:
	static class UClass PrivateStaticClass();
};
struct AJumpDest_eventSuggestMovePreparation_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT Num;                                                                  //0
};
struct AJumpDest_execDoJump_Parms
{
	class APawn* Other;                                                       //CPF_Parm
};
struct AJumpDest_eventSpecialCost_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	class UReachSpec* Path;                                                   //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT Num;                                                                  //0
};
struct AJumpDest_execGetPathIndex_Parms
{
	class UReachSpec* Path;                                                   //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};

// *****************************************************************************
// AJumpDest (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AJumpDest : public ANavigationPoint
{
public:
	BITFIELD bOptionalJumpDest : 1;                                           //0
	BITFIELD bForceDoubleJump : 1;                                            //CPF_Edit
	INT NumUpstreamPaths;                                                     //0
	class UReachSpec* UpstreamPaths[8];                                       //0
	class FVector NeededJump[8];                                              //0
	FLOAT CalculatedGravityZ[8];                                              //0
	virtual ~AJumpDest();
	virtual void SetupForcedPath(class APawn *, class UReachSpec *);
	virtual void ClearPaths();
	virtual INT ReviewPath(class APawn *);
	AJumpDest(class AJumpDest const &);
	AJumpDest();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class AJumpDest & operator=(class AJumpDest const &);
private:
	static class UClass PrivateStaticClass();
};
struct AJumpPad_eventPostTouch_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class APawn* P;                                                           //0
};
struct AJumpPad_eventTouch_Parms
{
	class AActor* Other;                                                      //CPF_Parm
};
struct AJumpPad_execReset_Parms
{
};
struct AJumpPad_execPostBeginPlay_Parms
{
	class ANavigationPoint* N;                                                //0
};

// *****************************************************************************
// AJumpPad (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AJumpPad : public ANavigationPoint
{
public:
	class FVector JumpVelocity;                                               //0
	class FVector BACKUP_JumpVelocity;                                        //0
	class AActor* JumpTarget;                                                 //0
	FLOAT JumpZModifier;                                                      //CPF_Edit
	class USound* JumpSound;                                                  //CPF_Edit
	virtual ~AJumpPad();
	virtual void RenderEditorSelected(class FLevelSceneNode *, class FRenderInterface *, class FDynamicActor *);
	virtual void addReachSpecs(class APawn *, INT);
	AJumpPad(class AJumpPad const &);
	AJumpPad();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class AJumpPad & operator=(class AJumpPad const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// AAntiPortalActor (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AAntiPortalActor : public AActor
{
public:
	virtual ~AAntiPortalActor();
	AAntiPortalActor(class AAntiPortalActor const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class AAntiPortalActor & operator=(class AAntiPortalActor const &);
protected:
	AAntiPortalActor();
private:
	static class UClass PrivateStaticClass();
};
struct AWeaponAttachment_execUpdateHit_Parms
{
	class AActor* HitActor;                                                   //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
	class FVector HitNormal;                                                  //CPF_Parm
};
struct AWeaponAttachment_execCheckForSplash_Parms
{
	class AActor* HitActor;                                                   //0
	class FVector HitNormal;                                                  //0
	class FVector HitLocation;                                                //0
};
struct AWeaponAttachment_eventThirdPersonEffects_Parms
{
};

// *****************************************************************************
// AWeaponAttachment (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AWeaponAttachment : public AInventoryAttachment
{
public:
	BYTE FlashCount;                                                          //CPF_Net
	BYTE FiringMode;                                                          //CPF_Net
	BYTE SpawnHitCount;                                                       //CPF_Net
	BITFIELD bAutoFire : 1;                                                   //CPF_Net
	FLOAT FiringSpeed;                                                        //0
	class FVector mHitLocation;                                               //CPF_Net
	BITFIELD bMatchWeapons : 1;                                               //0
	class FColor BeaconColor;                                                 //0
	class UClass* SplashEffect;                                               //0
	virtual ~AWeaponAttachment();
	virtual INT * GetOptimizedRepList(BYTE *, struct FPropertyRetirement *, INT *, class UPackageMap *, class UActorChannel *);
	virtual void PostNetReceive();
	AWeaponAttachment(class AWeaponAttachment const &);
	AWeaponAttachment();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	void eventThirdPersonEffects();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class AWeaponAttachment & operator=(class AWeaponAttachment const &);
private:
	static class UClass PrivateStaticClass();
};
struct ATeamInfo_execGetAllCharacters_Parms
{
	TArray<class FString> Chars;                                              //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
};
struct ATeamInfo_execSetCharacters_Parms
{
	TArray<class FString> Chars;                                              //CPF_Parm|CPF_NeedCtorLink
};
struct ATeamInfo_execRemoveFromTeam_Parms
{
	class AController* Other;                                                 //CPF_Parm
};
struct ATeamInfo_execAddToTeam_Parms
{
	class AController* Other;                                                 //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class AController* P;                                                     //0
	BITFIELD bSuccess : 1;                                                    //0
};
struct ATeamInfo_execGetHumanReadableName_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct ATeamInfo_execBelongsOnTeam_Parms
{
	class UClass* PawnClass;                                                  //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};

// *****************************************************************************
// ATeamInfo (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ATeamInfo : public AReplicationInfo
{
public:
	class FString TeamName;                                                   //CPF_Net|CPF_Localized|CPF_NeedCtorLink
	INT Size;                                                                 //0
	FLOAT Score;                                                              //CPF_Net
	INT TeamIndex;                                                            //CPF_Net
	class FColor TeamColor;                                                   //CPF_Net
	class FColor AltTeamColor;                                                //CPF_Net
	class AActor* HomeBase;                                                   //CPF_Net
	class UClass* DefaultPlayerClass;                                         //CPF_Edit
	class FString ColorNames[4];                                              //CPF_Localized|CPF_NeedCtorLink
	virtual ~ATeamInfo();
	virtual INT * GetOptimizedRepList(BYTE *, struct FPropertyRetirement *, INT *, class UPackageMap *, class UActorChannel *);
	ATeamInfo(class ATeamInfo const &);
	ATeamInfo();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class ATeamInfo & operator=(class ATeamInfo const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// AAutoDoor (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AAutoDoor : public ADoor
{
public:
	virtual ~AAutoDoor();
	AAutoDoor(class AAutoDoor const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class AAutoDoor & operator=(class AAutoDoor const &);
protected:
	AAutoDoor();
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// AAutoLadder (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AAutoLadder : public ALadder
{
public:
	virtual ~AAutoLadder();
	virtual INT IsIdentifiedAs(class FName);
	AAutoLadder(class AAutoLadder const &);
	AAutoLadder();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class AAutoLadder & operator=(class AAutoLadder const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// ABlockingVolume (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ABlockingVolume : public AVolume
{
public:
	BITFIELD bClampFluid : 1;                                                 //CPF_Edit
	BITFIELD bClassBlocker : 1;                                               //CPF_Edit
	TArray<class UClass*> BlockedClasses;                                     //CPF_Edit|CPF_NeedCtorLink
	virtual ~ABlockingVolume();
	virtual INT ShouldTrace(class AActor *, DWORD);
	ABlockingVolume(class ABlockingVolume const &);
	ABlockingVolume();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class ABlockingVolume & operator=(class ABlockingVolume const &);
private:
	static class UClass PrivateStaticClass();
};
struct APotentialClimbWatcher_execTick_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
	class FRotator PawnRot;                                                   //0
	class ALadderVolume* L;                                                   //0
	BITFIELD bFound : 1;                                                      //0
};

// *****************************************************************************
// APotentialClimbWatcher (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT APotentialClimbWatcher : public AInfo
{
public:
	virtual ~APotentialClimbWatcher();
	APotentialClimbWatcher(class APotentialClimbWatcher const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class APotentialClimbWatcher & operator=(class APotentialClimbWatcher const &);
protected:
	APotentialClimbWatcher();
private:
	static class UClass PrivateStaticClass();
};
struct ALadderVolume_eventPhysicsChangedFor_Parms
{
	class AActor* Other;                                                      //CPF_Parm
};
struct ALadderVolume_eventPawnLeavingVolume_Parms
{
	class APawn* P;                                                           //CPF_Parm
	class AController* C;                                                     //0
};
struct ALadderVolume_eventPawnEnteredVolume_Parms
{
	class APawn* P;                                                           //CPF_Parm
	class FRotator PawnRot;                                                   //0
};
struct ALadderVolume_execInUse_Parms
{
	class APawn* Ignored;                                                     //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class APawn* StillClimbing;                                               //0
};
struct ALadderVolume_execPostBeginPlay_Parms
{
	class ALadder* L;                                                         //0
	class ALadder* M;                                                         //0
	class FVector Dir;                                                        //0
};

// *****************************************************************************
// ALadderVolume (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ALadderVolume : public APhysicsVolume
{
public:
	FName ClimbingAnimation;                                                  //CPF_Edit
	FName TopAnimation;                                                       //CPF_Edit
	class FRotator WallDir;                                                   //CPF_Edit
	class FVector LookDir;                                                    //0
	class FVector ClimbDir;                                                   //0
	class ALadder* LadderList;                                                //0
	BITFIELD bNoPhysicalLadder : 1;                                           //CPF_Edit
	BITFIELD bAutoPath : 1;                                                   //CPF_Edit
	BITFIELD bAllowLadderStrafing : 1;                                        //CPF_Edit
	class APawn* PendingClimber;                                              //0
	virtual ~ALadderVolume();
	virtual void RenderEditorInfo(class FLevelSceneNode *, class FRenderInterface *, class FDynamicActor *);
	virtual INT AddMyMarker(class AActor *);
	ALadderVolume(class ALadderVolume const &);
	ALadderVolume();
	class FVector FindCenter();
	class FVector FindTop(class FVector);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class ALadderVolume & operator=(class ALadderVolume const &);
private:
	static class UClass PrivateStaticClass();
};
struct ADefaultPhysicsVolume_execDestroyed_Parms
{
};

// *****************************************************************************
// ADefaultPhysicsVolume (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ADefaultPhysicsVolume : public APhysicsVolume
{
public:
	virtual ~ADefaultPhysicsVolume();
	ADefaultPhysicsVolume(class ADefaultPhysicsVolume const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class ADefaultPhysicsVolume & operator=(class ADefaultPhysicsVolume const &);
protected:
	ADefaultPhysicsVolume();
private:
	static class UClass PrivateStaticClass();
};
struct ALineOfSightTrigger_execTrigger_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class APawn* EventInstigator;                                             //CPF_Parm
};
struct ALineOfSightTrigger_eventPlayerSeesMe_Parms
{
	class APlayerController* P;                                               //CPF_Parm
};
struct ALineOfSightTrigger_execPostBeginPlay_Parms
{
};

// *****************************************************************************
// ALineOfSightTrigger (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ALineOfSightTrigger : public ATriggers
{
public:
	FLOAT MaxViewDist;                                                        //CPF_Edit
	FLOAT OldTickTime;                                                        //0
	BITFIELD bEnabled : 1;                                                    //CPF_Edit
	BITFIELD bTriggered : 1;                                                  //0
	FName SeenActorTag;                                                       //CPF_Edit
	class AActor* SeenActor;                                                  //0
	INT MaxViewAngle;                                                         //CPF_Edit
	FLOAT RequiredViewDir;                                                    //0
	virtual ~ALineOfSightTrigger();
	virtual void TickAuthoritative(FLOAT);
	ALineOfSightTrigger(class ALineOfSightTrigger const &);
	ALineOfSightTrigger();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	void eventPlayerSeesMe(class APlayerController *);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class ALineOfSightTrigger & operator=(class ALineOfSightTrigger const &);
private:
	static class UClass PrivateStaticClass();
};
struct AAIScript_execTakeOver_Parms
{
	class APawn* P;                                                           //CPF_Parm
};
struct AAIScript_execGetMoveTarget_Parms
{
	class AActor* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AAIScript_execSpawnControllerFor_Parms
{
	class APawn* P;                                                           //CPF_Parm
	class AAIController* C;                                                   //0
};

// *****************************************************************************
// AAIScript (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AAIScript : public AKeypoint
{
public:
	class UClass* ControllerClass;                                            //CPF_Edit
	BITFIELD bNavigate : 1;                                                   //0
	BITFIELD bLoggingEnabled : 1;                                             //0
	class AAIMarker* myMarker;                                                //0
	virtual ~AAIScript();
	virtual INT AddMyMarker(class AActor *);
	virtual void ClearMarker();
	AAIScript(class AAIScript const &);
	AAIScript();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class AAIScript & operator=(class AAIScript const &);
private:
	static class UClass PrivateStaticClass();
};
struct ASVehicleTrigger_execReset_Parms
{
};
struct ASVehicleTrigger_execUsedBy_Parms
{
	class APawn* User;                                                        //CPF_Parm
};
struct ASVehicleTrigger_eventTrigger_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class APawn* EventInstigator;                                             //CPF_Parm
};
struct ASVehicleTrigger_execPostBeginPlay_Parms
{
};

// *****************************************************************************
// ASVehicleTrigger (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ASVehicleTrigger : public ATriggers
{
public:
	BITFIELD bEnabled : 1;                                                    //CPF_Edit
	BITFIELD BACKUP_bEnabled : 1;                                             //0
	BITFIELD bMarkWithPath : 1;                                               //0
	class ANavigationPoint* myMarker;                                         //0
	virtual ~ASVehicleTrigger();
	virtual INT ReachedBy(class APawn *, class FVector);
	ASVehicleTrigger(class ASVehicleTrigger const &);
	ASVehicleTrigger();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class ASVehicleTrigger & operator=(class ASVehicleTrigger const &);
private:
	static class UClass PrivateStaticClass();
};
struct ASVehicleFactory_eventTrigger_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class APawn* EventInstigator;                                             //CPF_Parm
	class AVehicle* CreatedVehicle;                                           //0
};
struct ASVehicleFactory_eventVehicleUnPossessed_Parms
{
	class AVehicle* V;                                                        //CPF_Parm
};
struct ASVehicleFactory_eventVehiclePossessed_Parms
{
	class AVehicle* V;                                                        //CPF_Parm
};
struct ASVehicleFactory_eventVehicleDestroyed_Parms
{
	class AVehicle* V;                                                        //CPF_Parm
};
struct ASVehicleFactory_execPreBeginPlay_Parms
{
};

// *****************************************************************************
// ASVehicleFactory (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ASVehicleFactory : public AActor
{
public:
	class UClass* VehicleClass;                                               //CPF_Edit
	INT MaxVehicleCount;                                                      //CPF_Edit
	INT VehicleCount;                                                         //0
	class ANavigationPoint* myMarker;                                         //0
	virtual ~ASVehicleFactory();
	virtual INT AddMyMarker(class AActor *);
	ASVehicleFactory(class ASVehicleFactory const &);
	ASVehicleFactory();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	void eventVehicleDestroyed(class AVehicle *);
	void eventVehiclePossessed(class AVehicle *);
	void eventVehicleUnPossessed(class AVehicle *);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class ASVehicleFactory & operator=(class ASVehicleFactory const &);
private:
	static class UClass PrivateStaticClass();
};
struct AVehiclePart_execActivate_Parms
{
	BITFIELD bActive : 1;                                                     //CPF_Parm
};
struct AVehiclePart_execUpdate_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
};

// *****************************************************************************
// AVehiclePart (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AVehiclePart : public AActor
{
public:
	BITFIELD bUpdating : 1;                                                   //0
	virtual ~AVehiclePart();
	AVehiclePart(class AVehiclePart const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class AVehiclePart & operator=(class AVehiclePart const &);
protected:
	AVehiclePart();
private:
	static class UClass PrivateStaticClass();
};
struct AAIController_execReset_Parms
{
};
struct AAIController_eventPreBeginPlay_Parms
{
};
struct AAIController_execWaitToSeeEnemy_Parms
{
};
struct AAIController_execStartle_Parms
{
	class AActor* A;                                                          //CPF_Parm
};
struct AAIController_execPriorityObjective_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AAIController_execUnderLift_Parms
{
	class AMover* M;                                                          //CPF_Parm
	class ANavigationPoint* N;                                                //0
};
struct AAIController_execMoverFinished_Parms
{
};
struct AAIController_execWaitForMover_Parms
{
	class AMover* M;                                                          //CPF_Parm
};
struct AAIController_eventPrepareForMove_Parms
{
	class ANavigationPoint* Goal;                                             //CPF_Parm
	class UReachSpec* Path;                                                   //CPF_Parm
};
struct AAIController_execGetOrders_Parms
{
	FName ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AAIController_execGetOrderObject_Parms
{
	class AActor* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AAIController_execSetOrders_Parms
{
	FName NewOrders;                                                          //CPF_Parm
	class AController* OrderGiver;                                            //CPF_Parm
};
struct AAIController_execAdjustView_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
	FLOAT TargetYaw;                                                          //0
	FLOAT TargetPitch;                                                        //0
	class FRotator OldViewRotation;                                           //0
	class FRotator ViewRotation;                                              //0
};
struct AAIController_execGetFacingDirection_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	FLOAT strafeMag;                                                          //0
	class FVector Focus2D;                                                    //0
	class FVector Loc2D;                                                      //0
	class FVector Dest2D;                                                     //0
	class FVector Dir;                                                        //0
	class FVector LookDir;                                                    //0
	class FVector Y;                                                          //0
};
struct AAIController_execAdjustDesireFor_Parms
{
	class APickup* P;                                                         //CPF_Parm
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AAIController_execDisplayDebug_Parms
{
	class UCanvas* Canvas;                                                    //CPF_Parm
	FLOAT YL;                                                                 //CPF_Parm|CPF_OutParm
	FLOAT YPos;                                                               //CPF_Parm|CPF_OutParm
	INT i;                                                                    //0
	class FString t;                                                          //CPF_NeedCtorLink
};
struct AAIController_execTriggerScript_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class APawn* EventInstigator;                                             //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AAIController_execWeaponFireAgain_Parms
{
	FLOAT RefireRate;                                                         //CPF_Parm
	BITFIELD bFinishedFire : 1;                                               //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AAIController_execTrigger_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class APawn* EventInstigator;                                             //CPF_Parm
};
struct AAIController_execRateWeapon_Parms
{
	class AWeapon* W;                                                         //CPF_Parm
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};

// *****************************************************************************
// AAIController (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AAIController : public AController
{
public:
	BITFIELD bHunting : 1;                                                    //0
	BITFIELD bAdjustFromWalls : 1;                                            //0
	BITFIELD bPlannedJump : 1;                                                //0
	class AAIScript* MyScript;                                                //0
	FLOAT Skill;                                                              //0
	virtual ~AAIController();
	virtual INT AcceptNearbyPath(class AActor *);
	virtual void AdjustFromWall(class FVector, class AActor *);
	virtual void SetAdjustLocation(class FVector);
	virtual void AirSteering(FLOAT);
	AAIController(class AAIController const &);
	AAIController();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	void execPollWaitToSeeEnemy(struct FFrame &, void * const);
	void execWaitToSeeEnemy(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class AAIController & operator=(class AAIController const &);
private:
	static class UClass PrivateStaticClass();
};
struct AAmmunition_execAddAmmo_Parms
{
	INT AmmoToAdd;                                                            //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AAmmunition_execHandlePickupQuery_Parms
{
	class APickup* Item;                                                      //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AAmmunition_execDisplayDebug_Parms
{
	class UCanvas* Canvas;                                                    //CPF_Parm
	FLOAT YL;                                                                 //CPF_Parm|CPF_OutParm
	FLOAT YPos;                                                               //CPF_Parm|CPF_OutParm
};
struct AAmmunition_execHasAmmo_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AAmmunition_execUseAmmo_Parms
{
	INT AmountNeeded;                                                         //CPF_Parm
	BITFIELD bAmountNeededIsMax : 1;                                          //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AAmmunition_execCheckOutOfAmmo_Parms
{
};

// *****************************************************************************
// AAmmunition (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AAmmunition : public AInventory
{
public:
	INT MaxAmmo;                                                              //CPF_Travel
	INT AmmoAmount;                                                           //CPF_Net|CPF_Travel
	INT InitialAmount;                                                        //0
	INT PickupAmmo;                                                           //CPF_Travel
	BITFIELD bRecommendSplashDamage : 1;                                      //0
	BITFIELD bTossed : 1;                                                     //0
	BITFIELD bTrySplash : 1;                                                  //0
	BITFIELD bLeadTarget : 1;                                                 //0
	BITFIELD bInstantHit : 1;                                                 //0
	BITFIELD bSplashDamage : 1;                                               //0
	BITFIELD bTryHeadShot : 1;                                                //0
	class UClass* ProjectileClass;                                            //0
	class UClass* MyDamageType;                                               //0
	FLOAT WarnTargetPct;                                                      //0
	FLOAT RefireRate;                                                         //0
	class USound* FireSound;                                                  //0
	FLOAT MaxRange;                                                           //0
	class UMaterial* IconFlashMaterial;                                       //CPF_Edit
	virtual ~AAmmunition();
	virtual INT * GetOptimizedRepList(BYTE *, struct FPropertyRetirement *, INT *, class UPackageMap *, class UActorChannel *);
	AAmmunition(class AAmmunition const &);
	AAmmunition();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class AAmmunition & operator=(class AAmmunition const &);
private:
	static class UClass PrivateStaticClass();
};
struct AAmmo_execSpawnCopy_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	class AInventory* ReturnValue;                                            //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class AInventory* Copy;                                                   //0
};
struct AAmmo_execBotDesireability_Parms
{
	class APawn* Bot;                                                         //CPF_Parm
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class AInventory* Inv;                                                    //0
	class AWeapon* W;                                                         //0
	FLOAT desire;                                                             //0
	class AAmmunition* M;                                                     //0
};
struct AAmmo_execDetourWeight_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	FLOAT PathWeight;                                                         //CPF_Parm
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class AInventory* Inv;                                                    //0
	class AWeapon* W;                                                         //0
	FLOAT desire;                                                             //0
};
struct AAmmo_execUpdateHUD_Parms
{
	class AHUD* H;                                                            //CPF_Parm
};

// *****************************************************************************
// AAmmo (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AAmmo : public APickup
{
public:
	INT AmmoAmount;                                                           //CPF_Edit
	virtual ~AAmmo();
	AAmmo(class AAmmo const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class AAmmo & operator=(class AAmmo const &);
protected:
	AAmmo();
private:
	static class UClass PrivateStaticClass();
};
struct ULogEntry_execCount_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT Num;                                                                  //0
	class ULogEntry* le;                                                      //0
};
struct ULogEntry_execDelete_Parms
{
	class ULogEntry* delLE;                                                   //CPF_Parm
	class ULogEntry* ReturnValue;                                             //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class ULogEntry* head;                                                    //0
	class ULogEntry* Prev;                                                    //0
	class ULogEntry* cur;                                                     //0
};
struct ULogEntry_execInsert_Parms
{
	class ULogEntry* newLE;                                                   //CPF_Parm
	class ULogEntry* cur;                                                     //0
};

// *****************************************************************************
// ULogEntry (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ULogEntry : public UObject
{
public:
	class FString DateTime;                                                   //CPF_Edit|CPF_Config|CPF_NeedCtorLink
	class FString Entry;                                                      //CPF_Edit|CPF_Config|CPF_NeedCtorLink
	class ULogEntry* Next;                                                    //CPF_Edit
	virtual ~ULogEntry();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	ULogEntry(class ULogEntry const &);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class ULogEntry & operator=(class ULogEntry const &);
protected:
	ULogEntry();
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// ULevelSummary (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ULevelSummary : public UObject
{
public:
	class FString Title;                                                      //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class FString Description;                                                //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class FString LevelEnterText;                                             //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class FString Author;                                                     //CPF_Edit|CPF_NeedCtorLink
	class FString DecoTextName;                                               //CPF_Edit|CPF_NeedCtorLink
	INT IdealPlayerCountMin;                                                  //CPF_Edit
	INT IdealPlayerCountMax;                                                  //CPF_Edit
	BITFIELD HideFromMenus : 1;                                               //CPF_Edit
	INT SinglePlayerTeamSize;                                                 //CPF_Edit
	class UMaterial* Screenshot;                                              //CPF_Edit
	class FString ExtraInfo;                                                  //CPF_Edit|CPF_NeedCtorLink
	virtual ~ULevelSummary();
	virtual void PostLoad();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	ULevelSummary(class ULevelSummary const &);
	ULevelSummary();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class ULevelSummary & operator=(class ULevelSummary const &);
private:
	static class UClass PrivateStaticClass();
};

#define UCONST_PROPNUM 4

struct AGameReplicationInfo_eventGetDescriptionText_Parms
{
	class FString PropName;                                                   //CPF_Parm|CPF_NeedCtorLink
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AGameReplicationInfo_execFillPlayInfo_Parms
{
	class UPlayInfo* PlayInfo;                                                //CPF_Parm
	INT i;                                                                    //0
};
struct AGameReplicationInfo_execGetPRIArray_Parms
{
	TArray<class APlayerReplicationInfo*> pris;                               //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	INT i;                                                                    //0
	INT Num;                                                                  //0
};
struct AGameReplicationInfo_execRemovePRI_Parms
{
	class APlayerReplicationInfo* PRI;                                        //CPF_Parm
	INT i;                                                                    //0
};
struct AGameReplicationInfo_execAddPRI_Parms
{
	class APlayerReplicationInfo* PRI;                                        //CPF_Parm
	BYTE NewVoiceID;                                                          //0
	INT i;                                                                    //0
};
struct AGameReplicationInfo_execFindPlayerByID_Parms
{
	INT PlayerID;                                                             //CPF_Parm
	class APlayerReplicationInfo* ReturnValue;                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct AGameReplicationInfo_execTimer_Parms
{
	INT i;                                                                    //0
	class APlayerReplicationInfo* OldHolder[2];                               //0
	class AController* C;                                                     //0
};
struct AGameReplicationInfo_execReset_Parms
{
};
struct AGameReplicationInfo_execPostBeginPlay_Parms
{
};
struct AGameReplicationInfo_execUpdatePrecacheMaterials_Parms
{
};
struct AGameReplicationInfo_execTeamSymbolNotify_Parms
{
	class AActor* A;                                                          //0
};
struct AGameReplicationInfo_execPostNetBeginPlay_Parms
{
	class APlayerReplicationInfo* PRI;                                        //0
};

// *****************************************************************************
// AGameReplicationInfo (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AGameReplicationInfo : public AReplicationInfo
{
public:
	class FString GameName;                                                   //CPF_Net|CPF_NeedCtorLink
	class FString GameClass;                                                  //CPF_Net|CPF_NeedCtorLink
	BITFIELD bTeamGame : 1;                                                   //CPF_Net
	BITFIELD bStopCountDown : 1;                                              //CPF_Net
	BITFIELD bMatchHasBegun : 1;                                              //CPF_Net
	BITFIELD bTeamSymbolsUpdated : 1;                                         //0
	BITFIELD bNoTeamSkins : 1;                                                //CPF_Net
	BITFIELD bForceTeamSkins : 1;                                             //CPF_Net
	BITFIELD bForceNoPlayerLights : 1;                                        //CPF_Net
	BITFIELD bAllowPlayerLights : 1;                                          //CPF_Net
	BITFIELD bFastWeaponSwitching : 1;                                        //CPF_Net
	BITFIELD bNoTeamChanges : 1;                                              //CPF_Net
	INT RemainingTime;                                                        //CPF_Net
	INT ElapsedTime;                                                          //CPF_Net
	INT RemainingMinute;                                                      //CPF_Net
	FLOAT SecondCount;                                                        //0
	INT GoalScore;                                                            //CPF_Net
	INT TimeLimit;                                                            //CPF_Net
	INT MaxLives;                                                             //CPF_Net
	INT MinNetPlayers;                                                        //CPF_Net
	FLOAT WeaponBerserk;                                                      //CPF_Net
	class ATeamInfo* Teams[2];                                                //CPF_Net
	class FString ServerName;                                                 //CPF_Edit|CPF_Net|CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	class FString ShortName;                                                  //CPF_Edit|CPF_Net|CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	class FString AdminName;                                                  //CPF_Edit|CPF_Net|CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	class FString AdminEmail;                                                 //CPF_Edit|CPF_Net|CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	INT ServerRegion;                                                         //CPF_Edit|CPF_Net|CPF_Config|CPF_GlobalConfig
	class FString MessageOfTheDay;                                            //CPF_Edit|CPF_Net|CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	class FString MOTDLine1;                                                  //CPF_Edit|CPF_NeedCtorLink|CPF_0x20000000
	class FString MOTDLine2;                                                  //CPF_Edit|CPF_NeedCtorLink|CPF_0x20000000
	class FString MOTDLine3;                                                  //CPF_Edit|CPF_NeedCtorLink|CPF_0x20000000
	class FString MOTDLine4;                                                  //CPF_Edit|CPF_NeedCtorLink|CPF_0x20000000
	class AActor* Winner;                                                     //CPF_Net
	class AVoiceChatReplicationInfo* VoiceReplicationInfo;                    //CPF_Net
	class UTexture* TeamSymbols[2];                                           //CPF_Edit|CPF_Net
	TArray<class APlayerReplicationInfo*> PRIArray;                           //CPF_Edit|CPF_NeedCtorLink
	class FString GRIPropsDisplayText[4];                                     //CPF_Localized|CPF_NeedCtorLink
	class FString GRIPropDescText[4];                                         //CPF_Localized|CPF_NeedCtorLink
	class FVector FlagPos;                                                    //CPF_Net
	BYTE FlagState[2];                                                        //CPF_Net
	class APlayerReplicationInfo* FlagHolder[2];                              //0
	class APlayerReplicationInfo* FlagTarget;                                 //CPF_Net
	INT MatchID;                                                              //CPF_Net
	INT BotDifficulty;                                                        //CPF_Net
	virtual ~AGameReplicationInfo();
	virtual INT * GetOptimizedRepList(BYTE *, struct FPropertyRetirement *, INT *, class UPackageMap *, class UActorChannel *);
	AGameReplicationInfo(class AGameReplicationInfo const &);
	AGameReplicationInfo();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class AGameReplicationInfo & operator=(class AGameReplicationInfo const &);
private:
	static class UClass PrivateStaticClass();
};
struct AInternetInfo_execGetBeaconText_Parms
{
	INT i;                                                                    //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AInternetInfo_execGetBeaconAddress_Parms
{
	INT i;                                                                    //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AInternetInfo_execGetBeaconCount_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};

// *****************************************************************************
// AInternetInfo (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AInternetInfo : public AInfo
{
public:
	virtual ~AInternetInfo();
	AInternetInfo(class AInternetInfo const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class AInternetInfo & operator=(class AInternetInfo const &);
protected:
	AInternetInfo();
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// ALinkedReplicationInfo (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ALinkedReplicationInfo : public AReplicationInfo
{
public:
	class ALinkedReplicationInfo* NextReplicationInfo;                        //CPF_Net
	virtual ~ALinkedReplicationInfo();
	ALinkedReplicationInfo(class ALinkedReplicationInfo const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class ALinkedReplicationInfo & operator=(class ALinkedReplicationInfo const &);
protected:
	ALinkedReplicationInfo();
private:
	static class UClass PrivateStaticClass();
};
struct APlayerReplicationInfo_eventGetNameCallSign_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct APlayerReplicationInfo_execGetCallSign_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct APlayerReplicationInfo_execSetVoiceMemberMask_Parms
{
	INT NewMask;                                                              //CPF_Parm
};
struct APlayerReplicationInfo_execSetChatPassword_Parms
{
	class FString InPassword;                                                 //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerReplicationInfo_execSetWaitingPlayer_Parms
{
	BITFIELD B : 1;                                                           //CPF_Parm
};
struct APlayerReplicationInfo_execSetPlayerName_Parms
{
	class FString S;                                                          //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerReplicationInfo_execTimer_Parms
{
	class AController* C;                                                     //0
};
struct APlayerReplicationInfo_eventClientNameChange_Parms
{
	class APlayerController* PC;                                              //0
};
struct APlayerReplicationInfo_execDisplayDebug_Parms
{
	class UCanvas* Canvas;                                                    //CPF_Parm
	FLOAT YL;                                                                 //CPF_Parm|CPF_OutParm
	FLOAT YPos;                                                               //CPF_Parm|CPF_OutParm
};
struct APlayerReplicationInfo_execUpdatePlayerLocation_Parms
{
	class AVolume* V;                                                         //0
	class AVolume* Best;                                                      //0
	class APawn* P;                                                           //0
	class AController* C;                                                     //0
};
struct APlayerReplicationInfo_eventUpdateCharacter_Parms
{
};
struct APlayerReplicationInfo_execGetPortrait_Parms
{
	class UMaterial* ReturnValue;                                             //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerReplicationInfo_execGetLocationName_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	class FString VehicleString;                                              //CPF_NeedCtorLink
	class AVehicle* V;                                                        //0
};
struct APlayerReplicationInfo_execGetHumanReadableName_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct APlayerReplicationInfo_execReset_Parms
{
};
struct APlayerReplicationInfo_execSetCharacterName_Parms
{
	class FString S;                                                          //CPF_Parm|CPF_NeedCtorLink
};
struct APlayerReplicationInfo_execSetCharacterVoice_Parms
{
	class FString S;                                                          //CPF_Parm|CPF_NeedCtorLink
	class UClass* NewVoiceType;                                               //0
};
struct APlayerReplicationInfo_execDestroyed_Parms
{
	class AGameReplicationInfo* GRI;                                          //0
};
struct APlayerReplicationInfo_eventPostNetReceive_Parms
{
	class AActor* A;                                                          //0
	class APlayerController* PC;                                              //0
};
struct APlayerReplicationInfo_execNeedNetNotify_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct APlayerReplicationInfo_eventPostNetBeginPlay_Parms
{
	class AGameReplicationInfo* GRI;                                          //0
	class AVoiceChatReplicationInfo* VRI;                                     //0
};
struct APlayerReplicationInfo_eventPostBeginPlay_Parms
{
};

// *****************************************************************************
// APlayerReplicationInfo (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT APlayerReplicationInfo : public AReplicationInfo
{
public:
	FLOAT Score;                                                              //CPF_Net
	FLOAT Deaths;                                                             //CPF_Net
	class ADecoration* HasFlag;                                               //CPF_Net
	BYTE Ping;                                                                //CPF_Net
	class AVolume* PlayerVolume;                                              //CPF_Net
	class AZoneInfo* PlayerZone;                                              //CPF_Net
	INT NumLives;                                                             //0
	class FString PlayerName;                                                 //CPF_Net|CPF_NeedCtorLink
	class FString CharacterName;                                              //CPF_Net|CPF_NeedCtorLink
	class FString OldCharacterName;                                           //CPF_NeedCtorLink
	class FString OldName;                                                    //CPF_NeedCtorLink
	class FString PreviousName;                                               //CPF_NeedCtorLink
	INT PlayerID;                                                             //CPF_Net
	class ATeamInfo* Team;                                                    //CPF_Net
	INT TeamID;                                                               //CPF_Net
	class UClass* VoiceType;                                                  //0
	class FString VoiceTypeName;                                              //CPF_Net|CPF_NeedCtorLink
	BITFIELD bAdmin : 1;                                                      //CPF_Net
	BITFIELD bIsFemale : 1;                                                   //CPF_Net
	BITFIELD bIsSpectator : 1;                                                //CPF_Net
	BITFIELD bOnlySpectator : 1;                                              //CPF_Net
	BITFIELD bWaitingPlayer : 1;                                              //CPF_Net
	BITFIELD bReadyToPlay : 1;                                                //CPF_Net
	BITFIELD bOutOfLives : 1;                                                 //CPF_Net
	BITFIELD bBot : 1;                                                        //CPF_Net
	BITFIELD bWelcomed : 1;                                                   //0
	BITFIELD bReceivedPing : 1;                                               //0
	BITFIELD bNoTeam : 1;                                                     //CPF_Net
	BITFIELD bTeamNotified : 1;                                               //0
	BYTE PacketLoss;                                                          //CPF_Net
	INT StartTime;                                                            //CPF_Net
	class FString StringDead;                                                 //CPF_Localized|CPF_NeedCtorLink
	class FString StringSpectating;                                           //CPF_Localized|CPF_NeedCtorLink
	class FString StringUnknown;                                              //CPF_Localized|CPF_NeedCtorLink
	INT GoalsScored;                                                          //0
	INT Kills;                                                                //0
	class AVehicle* CurrentVehicle;                                           //0
	class ALinkedReplicationInfo* CustomReplicationInfo;                      //CPF_Net
	class AVoiceChatReplicationInfo* VoiceInfo;                               //0
	BITFIELD bRegisteredChatRoom : 1;                                         //0
	class AVoiceChatRoom* PrivateChatRoom;                                    //0
	INT ActiveChannel;                                                        //CPF_Net
	INT VoiceMemberMask;                                                      //CPF_Net
	BYTE VoiceID;                                                             //CPF_Net
	virtual ~APlayerReplicationInfo();
	virtual INT * GetOptimizedRepList(BYTE *, struct FPropertyRetirement *, INT *, class UPackageMap *, class UActorChannel *);
	virtual void PostNetReceive();
	APlayerReplicationInfo(class APlayerReplicationInfo const &);
	APlayerReplicationInfo();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	void eventClientNameChange();
	class FString eventGetNameCallSign();
	void eventUpdateCharacter();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class APlayerReplicationInfo & operator=(class APlayerReplicationInfo const &);
private:
	static class UClass PrivateStaticClass();
};
struct ALiftExit_eventSuggestMovePreparation_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class AController* C;                                                     //0
};
struct ALiftExit_execCanBeReachedFromLiftBy_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	FLOAT RealJumpZ;                                                          //0
};
struct ALiftExit_execPostBeginPlay_Parms
{
};

// *****************************************************************************
// ALiftExit (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ALiftExit : public ANavigationPoint
{
public:
	FName LiftTag;                                                            //CPF_Edit
	class AMover* MyLift;                                                     //0
	BYTE SuggestedKeyFrame;                                                   //CPF_Edit
	BYTE KeyFrame;                                                            //0
	BITFIELD bLiftJumpExit : 1;                                               //CPF_Edit
	BITFIELD bNoDoubleJump : 1;                                               //CPF_Edit
	virtual ~ALiftExit();
	ALiftExit(class ALiftExit const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class ALiftExit & operator=(class ALiftExit const &);
protected:
	ALiftExit();
private:
	static class UClass PrivateStaticClass();
};
struct ALiftCenter_execProceedWithMove_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class ALiftExit* Start;                                                   //0
	FLOAT Dist2D;                                                             //0
	class FVector Dir;                                                        //0
};
struct ALiftCenter_execSuggestMovePreparation_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ALiftCenter_execSpecialHandling_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	class AActor* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ALiftCenter_execPostBeginPlay_Parms
{
};

// *****************************************************************************
// ALiftCenter (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ALiftCenter : public ANavigationPoint
{
public:
	FName LiftTag;                                                            //CPF_Edit
	class AMover* MyLift;                                                     //0
	FName LiftTrigger;                                                        //CPF_Edit
	class ATrigger* RecommendedTrigger;                                       //0
	FLOAT MaxDist2D;                                                          //0
	class FVector LiftOffset;                                                 //0
	virtual ~ALiftCenter();
	virtual void addReachSpecs(class APawn *, INT);
	virtual void FindBase();
	ALiftCenter(class ALiftCenter const &);
	ALiftCenter();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class ALiftCenter & operator=(class ALiftCenter const &);
private:
	static class UClass PrivateStaticClass();
};
struct ASavedMove_execClear_Parms
{
};
struct ASavedMove_execIsJumpMove_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ASavedMove_execSetMoveFor_Parms
{
	class APlayerController* P;                                               //CPF_Parm
	FLOAT DeltaTime;                                                          //CPF_Parm
	class FVector NewAccel;                                                   //CPF_Parm
	BYTE InDoubleClick;                                                       //CPF_Parm
};
struct ASavedMove_execPostUpdate_Parms
{
	class APlayerController* P;                                               //CPF_Parm
};
struct ASavedMove_execSetInitialPosition_Parms
{
	class APawn* P;                                                           //CPF_Parm
};
struct ASavedMove_execGetStartLocation_Parms
{
	class FVector ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};

// *****************************************************************************
// ASavedMove (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ASavedMove : public AInfo
{
public:
	class ASavedMove* NextMove;                                               //0
	FLOAT TimeStamp;                                                          //0
	FLOAT Delta;                                                              //0
	BITFIELD bRun : 1;                                                        //0
	BITFIELD bDuck : 1;                                                       //0
	BITFIELD bPressedJump : 1;                                                //0
	BITFIELD bDoubleJump : 1;                                                 //0
	BYTE DoubleClickMove;                                                     //0
	BYTE SavedPhysics;                                                        //0
	class FVector StartLocation;                                              //0
	class FVector StartRelativeLocation;                                      //0
	class FVector StartVelocity;                                              //0
	class FVector StartFloor;                                                 //0
	class FVector SavedLocation;                                              //0
	class FVector SavedVelocity;                                              //0
	class FVector SavedRelativeLocation;                                      //0
	class AActor* StartBase;                                                  //0
	class AActor* EndBase;                                                    //0
	virtual ~ASavedMove();
	ASavedMove(class ASavedMove const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class ASavedMove & operator=(class ASavedMove const &);
protected:
	ASavedMove();
private:
	static class UClass PrivateStaticClass();
};

// -----------------------------------------------------------------------------
// FConsoleMessage ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FConsoleMessage
{
public:
	class FString Text;                                                   //CPF_NeedCtorLink
	class FColor TextColor;                                               //0
	FLOAT MessageLife;                                                    //0
	class APlayerReplicationInfo* PRI;                                    //0
	~FConsoleMessage();
	FConsoleMessage(struct FConsoleMessage const &);
	FConsoleMessage();
	struct FConsoleMessage & operator=(struct FConsoleMessage const &);
};
struct AHUD_execRemoveHudOverlay_Parms
{
	class AHudOverlay* Overlay;                                               //CPF_Parm
	INT i;                                                                    //0
};
struct AHUD_execAddHudOverlay_Parms
{
	class AHudOverlay* Overlay;                                               //CPF_Parm
	INT i;                                                                    //0
};
struct AHUD_execDisplayHit_Parms
{
	class FVector HitDir;                                                     //CPF_Parm
	INT Damage;                                                               //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
};
struct AHUD_execDrawTargeting_Parms
{
	class UCanvas* C;                                                         //CPF_Parm
};
struct AHUD_eventAnnouncementPlayed_Parms
{
	FName AnnouncerSound;                                                     //CPF_Parm
	BYTE Switch;                                                              //CPF_Parm
};
struct AHUD_execLoadProgressFont_Parms
{
	class UFont* ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AHUD_execLargerFontThan_Parms
{
	class UFont* aFont;                                                       //CPF_Parm
	class UFont* ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct AHUD_execGetMediumFont_Parms
{
	FLOAT Size;                                                               //CPF_Parm
	class UFont* ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct AHUD_execGetMediumFontFor_Parms
{
	class UCanvas* Canvas;                                                    //CPF_Parm
	class UFont* ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct AHUD_execGetFontSizeIndex_Parms
{
	class UCanvas* C;                                                         //CPF_Parm
	INT FontSize;                                                             //CPF_Parm
	class UFont* ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AHUD_execGetConsoleFont_Parms
{
	class UCanvas* C;                                                         //CPF_Parm
	class UFont* ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT FontSize;                                                             //0
};
struct AHUD_execLoadFont_Parms
{
	INT i;                                                                    //CPF_Parm
	class UFont* ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AHUD_execLoadFontStatic_Parms
{
	INT i;                                                                    //CPF_Parm
	class UFont* ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AHUD_execSetCropping_Parms
{
	BITFIELD Active : 1;                                                      //CPF_Parm
};
struct AHUD_execDrawCrosshair_Parms
{
	class UCanvas* C;                                                         //CPF_Parm
};
struct AHUD_execSetTargeting_Parms
{
	BITFIELD bShow : 1;                                                       //CPF_Parm
	class FVector TargetLocation;                                             //CPF_Parm
	FLOAT Size;                                                               //CPF_Parm
};
struct AHUD_execFadeZoom_Parms
{
};
struct AHUD_execShrinkHUD_Parms
{
};
struct AHUD_execGrowHUD_Parms
{
};
struct AHUD_execAddTextMessage_Parms
{
	class FString M;                                                          //CPF_Parm|CPF_NeedCtorLink
	class UClass* MessageClass;                                               //CPF_Parm
	class APlayerReplicationInfo* PRI;                                        //CPF_Parm
	INT i;                                                                    //0
};
struct AHUD_execDisplayMessages_Parms
{
	class UCanvas* C;                                                         //CPF_Parm
	INT i;                                                                    //0
	INT j;                                                                    //0
	INT XPos;                                                                 //0
	INT YPos;                                                                 //0
	INT MessageCount;                                                         //0
	FLOAT XL;                                                                 //0
	FLOAT YL;                                                                 //0
};
struct AHUD_execDisplayPortrait_Parms
{
	class APlayerReplicationInfo* PRI;                                        //CPF_Parm
};
struct AHUD_execMessage_Parms
{
	class APlayerReplicationInfo* PRI;                                        //CPF_Parm
	class FString Msg;                                                        //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	FName MsgType;                                                            //CPF_Parm
};
struct AHUD_execLinkActors_Parms
{
};
struct AHUD_execShowHud_Parms
{
};
struct AHUD_execSetScoreBoardClass_Parms
{
	class UClass* ScoreboardClass;                                            //CPF_Parm
};
struct AHUD_execDrawTypingPrompt_Parms
{
	class UCanvas* C;                                                         //CPF_Parm
	class FString Text;                                                       //CPF_Parm|CPF_NeedCtorLink
	INT pos;                                                                  //CPF_Parm
	FLOAT XPos;                                                               //0
	FLOAT YPos;                                                               //0
	FLOAT XL;                                                                 //0
	FLOAT YL;                                                                 //0
};
struct AHUD_execLocalizedMessage_Parms
{
	class UClass* Message;                                                    //CPF_Parm
	INT Switch;                                                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_1;                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_2;                               //CPF_Parm
	class UObject* OptionalObject;                                            //CPF_Parm
	class FString CriticalString;                                             //CPF_Parm|CPF_NeedCtorLink
};
struct AHUD_execIsInCinematic_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AHUD_execDisplayBadConnectionAlert_Parms
{
	class UCanvas* C;                                                         //CPF_Parm
};
struct AHUD_execDrawLevelAction_Parms
{
	class UCanvas* C;                                                         //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AHUD_execDrawSpectatingHud_Parms
{
	class UCanvas* C;                                                         //CPF_Parm
};
struct AHUD_execDrawHUD_Parms
{
	class UCanvas* C;                                                         //CPF_Parm
};
struct AHUD_execDisplayProgressMessages_Parms
{
	class UCanvas* C;                                                         //CPF_Parm
	INT i;                                                                    //0
	INT LineCount;                                                            //0
	class AGameReplicationInfo* GRI;                                          //0
	FLOAT FontDX;                                                             //0
	FLOAT FontDY;                                                             //0
	FLOAT X;                                                                  //0
	FLOAT Y;                                                                  //0
	INT Alpha;                                                                //0
	FLOAT TimeLeft;                                                           //0
};
struct AHUD_execDrawRoute_Parms
{
	INT i;                                                                    //0
	class AController* C;                                                     //0
	class FVector Start;                                                      //0
	class FVector End;                                                        //0
	class FVector RealStart;                                                  //0
	BITFIELD bPath : 1;                                                       //0
};
struct AHUD_execCanvasDrawActors_Parms
{
	class UCanvas* C;                                                         //CPF_Parm
	BITFIELD bClearedZBuffer : 1;                                             //CPF_Parm
};
struct AHUD_execDraw3DLine_Parms
{
	class FVector Start;                                                      //CPF_Parm
	class FVector End;                                                        //CPF_Parm
	class FColor LineColor;                                                   //CPF_Parm
};
struct AHUD_execSetInstructionKeyText_Parms
{
	class FString Text;                                                       //CPF_Parm|CPF_NeedCtorLink
};
struct AHUD_execSetInstructionText_Parms
{
	class FString Text;                                                       //CPF_Parm|CPF_NeedCtorLink
};
struct AHUD_execDrawInstructionGfx_Parms
{
	class UCanvas* C;                                                         //CPF_Parm
};
struct AHUD_execDrawCinematicHUD_Parms
{
	class UCanvas* C;                                                         //CPF_Parm
	INT i;                                                                    //0
};
struct AHUD_eventPostRender_Parms
{
	class UCanvas* Canvas;                                                    //CPF_Parm
	FLOAT XPos;                                                               //0
	FLOAT YPos;                                                               //0
	class FPlane OldModulate;                                                 //0
	class FPlane OM;                                                          //0
	class FColor OldColor;                                                    //0
	INT i;                                                                    //0
};
struct AHUD_execGetLocalStatsScreen_Parms
{
};
struct AHUD_eventConnectFailure_Parms
{
	class FString FailCode;                                                   //CPF_Parm|CPF_NeedCtorLink
	class FString URL;                                                        //CPF_Parm|CPF_NeedCtorLink
};
struct AHUD_execCheckCountdown_Parms
{
	class AGameReplicationInfo* GRI;                                          //CPF_Parm
};
struct AHUD_eventWorldSpaceOverlays_Parms
{
};
struct AHUD_execShowDebug_Parms
{
};
struct AHUD_execNextStats_Parms
{
};
struct AHUD_execShowStats_Parms
{
};
struct AHUD_execShowScores_Parms
{
};
struct AHUD_eventDestroyed_Parms
{
};
struct AHUD_execCreateKeyMenus_Parms
{
};
struct AHUD_execReset_Parms
{
};
struct AHUD_eventPostBeginPlay_Parms
{
};
struct AHUD_execBuildMOTD_Parms
{
	INT i;                                                                    //0
	TArray<class FString> InMOTD;                                             //CPF_NeedCtorLink
};
struct AHUD_execDrawCustomBeacon_Parms
{
	class UCanvas* C;                                                         //CPF_Parm
	class APawn* P;                                                           //CPF_Parm
	FLOAT ScreenLocX;                                                         //CPF_Parm
	FLOAT ScreenLocY;                                                         //CPF_Parm
	class UTexture* BeaconTex;                                                //0
	FLOAT XL;                                                                 //0
	FLOAT YL;                                                                 //0
};
struct AHUD_execOnBuildMOTD_Parms
{
	class AHUD* Sender;                                                       //CPF_Parm
};
struct AHUD_execOnPostRender_Parms
{
	class AHUD* Sender;                                                       //CPF_Parm
	class UCanvas* C;                                                         //CPF_Parm
};
struct AHUD_execStaticDrawCanvasLine_Parms
{
	class UCanvas* C;                                                         //CPF_Parm
	FLOAT X1;                                                                 //CPF_Parm
	FLOAT Y1;                                                                 //CPF_Parm
	FLOAT X2;                                                                 //CPF_Parm
	FLOAT Y2;                                                                 //CPF_Parm
	class FColor LineColor;                                                   //CPF_Parm
};
struct AHUD_execDrawCanvasLine_Parms
{
	FLOAT X1;                                                                 //CPF_Parm
	FLOAT Y1;                                                                 //CPF_Parm
	FLOAT X2;                                                                 //CPF_Parm
	FLOAT Y2;                                                                 //CPF_Parm
	class FColor LineColor;                                                   //CPF_Parm
};

// *****************************************************************************
// AHUD (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AHUD : public AActor
{
public:
	class APlayerController* PlayerOwner;                                     //CPF_Edit
	class APawn* PawnOwner;                                                   //CPF_Edit
	class APlayerReplicationInfo* PawnOwnerPRI;                               //CPF_Edit
	class UConsole* PlayerConsole;                                            //CPF_Edit
	class AScoreBoard* ScoreBoard;                                            //CPF_Edit
	class AScoreBoard* LocalStatsScreen;                                      //CPF_Edit
	class AActor* VoteMenu;                                                   //CPF_Edit
	class FColor WhiteColor;                                                  //0
	class FColor RedColor;                                                    //0
	class FColor GreenColor;                                                  //0
	class FColor CyanColor;                                                   //0
	class FColor BlueColor;                                                   //0
	class FColor GoldColor;                                                   //0
	class FColor PurpleColor;                                                 //0
	class FColor TurqColor;                                                   //0
	class FColor GrayColor;                                                   //0
	class FColor BlackColor;                                                  //0
	BITFIELD bShowVoteMenu : 1;                                               //CPF_Edit
	BITFIELD bHideHUD : 1;                                                    //CPF_Edit|CPF_Config|CPF_GlobalConfig
	BITFIELD bShowScoreBoard : 1;                                             //CPF_Edit
	BITFIELD bShowDebugInfo : 1;                                              //CPF_Edit
	BITFIELD bShowBadConnectionAlert : 1;                                     //CPF_Edit
	BITFIELD bMessageBeep : 1;                                                //CPF_Edit|CPF_Config|CPF_GlobalConfig
	BITFIELD bShowWeaponInfo : 1;                                             //CPF_Edit|CPF_Config|CPF_GlobalConfig
	BITFIELD bShowPersonalInfo : 1;                                           //CPF_Edit|CPF_Config|CPF_GlobalConfig
	BITFIELD bShowPoints : 1;                                                 //CPF_Edit|CPF_Config|CPF_GlobalConfig
	BITFIELD bShowWeaponBar : 1;                                              //CPF_Edit|CPF_Config|CPF_GlobalConfig
	BITFIELD bCrosshairShow : 1;                                              //CPF_Edit|CPF_Config|CPF_GlobalConfig
	BITFIELD bShowPortrait : 1;                                               //CPF_Edit|CPF_Config|CPF_GlobalConfig
	BITFIELD bShowPortraitVC : 1;                                             //CPF_Edit|CPF_Config|CPF_GlobalConfig
	BITFIELD bNoEnemyNames : 1;                                               //CPF_Config|CPF_GlobalConfig
	BITFIELD bSmallWeaponBar : 1;                                             //CPF_Config|CPF_GlobalConfig
	BITFIELD bBuiltMOTD : 1;                                                  //0
	BITFIELD bShowLocalStats : 1;                                             //0
	class FColor ConsoleColor;                                                //CPF_Edit
	class APlayerReplicationInfo* PortraitPRI;                                //0
	class FString ProgressFontName;                                           //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class UFont* ProgressFontFont;                                            //CPF_Edit
	class FString OverrideConsoleFontName;                                    //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class UFont* OverrideConsoleFont;                                         //CPF_Edit
	FLOAT ProgressFadeTime;                                                   //CPF_Edit
	class FColor MOTDColor;                                                   //CPF_Edit
	FLOAT HudScale;                                                           //CPF_Edit|CPF_Config|CPF_GlobalConfig
	FLOAT HudOpacity;                                                         //CPF_Edit|CPF_Config|CPF_GlobalConfig
	FLOAT HudCanvasScale;                                                     //CPF_Edit|CPF_Config|CPF_GlobalConfig
	INT CrosshairStyle;                                                       //CPF_Edit|CPF_Config|CPF_GlobalConfig
	FLOAT CrosshairScale;                                                     //CPF_Edit|CPF_Config|CPF_GlobalConfig
	FLOAT CrosshairOpacity;                                                   //CPF_Edit|CPF_Config|CPF_GlobalConfig
	class FColor CrossHairColor;                                              //CPF_Edit|CPF_Config|CPF_GlobalConfig
	FLOAT ResScaleX;                                                          //CPF_Transient
	FLOAT ResScaleY;                                                          //CPF_Transient
	INT ConsoleMessageCount;                                                  //CPF_Config|CPF_GlobalConfig
	INT ConsoleFontSize;                                                      //CPF_Config|CPF_GlobalConfig
	INT MessageFontOffset;                                                    //CPF_Config|CPF_GlobalConfig
	struct FConsoleMessage TextMessages[8];                                   //CPF_NeedCtorLink
	FLOAT ConsoleMessagePosX;                                                 //CPF_Edit
	FLOAT ConsoleMessagePosY;                                                 //CPF_Edit
	class FString FontArrayNames[9];                                          //CPF_Localized|CPF_NeedCtorLink
	class UFont* FontArrayFonts[9];                                           //0
	INT FontScreenWidthMedium[9];                                             //0
	INT FontScreenWidthSmall[9];                                              //0
	class FString MOTD[4];                                                    //CPF_NeedCtorLink
	INT MOTDState;                                                            //0
	FLOAT LastPickupTime;                                                     //0
	FLOAT LastAmmoPickupTime;                                                 //0
	FLOAT LastWeaponPickupTime;                                               //0
	FLOAT LastHealthPickupTime;                                               //0
	FLOAT LastArmorPickupTime;                                                //0
	FLOAT LastVoiceGain;                                                      //0
	FLOAT LastVoiceGainTime;                                                  //0
	INT LastPlayerIDTalking;                                                  //0
	FLOAT LastPlayerIDTalkingTime;                                            //0
	class ASceneSubtitles* SubTitles;                                         //0
	TArray<class AHudOverlay*> Overlays;                                      //CPF_NeedCtorLink
	virtual ~AHUD();
	AHUD(class AHUD const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	void delegateOnBuildMOTD(class AHUD *);
	void delegateOnPostRender(class AHUD *, class UCanvas *);
	void eventAnnouncementPlayed(class FName, BYTE);
	void eventConnectFailure(class FString const &, class FString const &);
	void eventPostRender(class UCanvas *);
	void eventWorldSpaceOverlays();
	void execDraw3DLine(struct FFrame &, void * const);
	void execDrawCanvasLine(struct FFrame &, void * const);
	void execStaticDrawCanvasLine(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class AHUD & operator=(class AHUD const &);
protected:
	AHUD();
private:
	static class UClass PrivateStaticClass();
};
struct AWarpZoneMarker_execSpecialHandling_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	class AActor* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWarpZoneMarker_execFindTriggerActor_Parms
{
	class AZoneTrigger* Z;                                                    //0
};
struct AWarpZoneMarker_execPostBeginPlay_Parms
{
};

// *****************************************************************************
// AWarpZoneMarker (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AWarpZoneMarker : public ASmallNavigationPoint
{
public:
	class AWarpZoneInfo* markedWarpZone;                                      //0
	class AActor* TriggerActor;                                               //0
	class AActor* TriggerActor2;                                              //0
	virtual ~AWarpZoneMarker();
	virtual void addReachSpecs(class APawn *, INT);
	virtual INT IsIdentifiedAs(class FName);
	AWarpZoneMarker(class AWarpZoneMarker const &);
	AWarpZoneMarker();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class AWarpZoneMarker & operator=(class AWarpZoneMarker const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// AAIMarker (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AAIMarker : public ASmallNavigationPoint
{
public:
	class AAIScript* markedScript;                                            //0
	virtual ~AAIMarker();
	virtual INT IsIdentifiedAs(class FName);
	AAIMarker(class AAIMarker const &);
	AAIMarker();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class AAIMarker & operator=(class AAIMarker const &);
private:
	static class UClass PrivateStaticClass();
};
struct AInventorySpot_eventDetourWeight_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	FLOAT PathWeight;                                                         //CPF_Parm
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AInventorySpot_execGetMoveTargetFor_Parms
{
	class AAIController* B;                                                   //CPF_Parm
	FLOAT MaxWait;                                                            //CPF_Parm
	class AActor* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};

// *****************************************************************************
// AInventorySpot (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AInventorySpot : public ASmallNavigationPoint
{
public:
	class APickup* markedItem;                                                //0
	class AxPickUpBase* myPickupBase;                                         //0
	BITFIELD bSuperPickup : 1;                                                //0
	virtual ~AInventorySpot();
	virtual INT IsIdentifiedAs(class FName);
	virtual class AInventorySpot * GetAInventorySpot();
	AInventorySpot(class AInventorySpot const &);
	AInventorySpot();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class AInventorySpot & operator=(class AInventorySpot const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// APlayerStart (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT APlayerStart : public ASmallNavigationPoint
{
public:
	BYTE TeamNumber;                                                          //CPF_Edit
	BITFIELD bSinglePlayerStart : 1;                                          //CPF_Edit
	BITFIELD bCoopStart : 1;                                                  //CPF_Edit
	BITFIELD bEnabled : 1;                                                    //CPF_Edit
	BITFIELD bPrimaryStart : 1;                                               //CPF_Edit
	virtual ~APlayerStart();
	virtual void addReachSpecs(class APawn *, INT);
	APlayerStart(class APlayerStart const &);
	APlayerStart();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class APlayerStart & operator=(class APlayerStart const &);
private:
	static class UClass PrivateStaticClass();
};
struct ATeleporter_eventSpecialCost_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	class UReachSpec* Path;                                                   //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ATeleporter_execSpecialHandling_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	class AActor* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class FVector Dist2D;                                                     //0
};
struct ATeleporter_execPostTouch_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class ATeleporter* D;                                                     //0
	class ATeleporter* Dest[16];                                              //0
	INT i;                                                                    //0
};
struct ATeleporter_eventTouch_Parms
{
	class AActor* Other;                                                      //CPF_Parm
};
struct ATeleporter_execTrigger_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class APawn* EventInstigator;                                             //CPF_Parm
	class AActor* A;                                                          //0
};
struct ATeleporter_execAccept_Parms
{
	class AActor* Incoming;                                                   //CPF_Parm
	class AActor* Source;                                                     //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class FRotator newRot;                                                    //0
	class FRotator OldRot;                                                    //0
	FLOAT mag;                                                                //0
	class FVector oldDir;                                                     //0
	class AController* P;                                                     //0
};
struct ATeleporter_execFindTriggerActor_Parms
{
	class AActor* A;                                                          //0
};
struct ATeleporter_execPostBeginPlay_Parms
{
	INT i;                                                                    //0
};

// *****************************************************************************
// ATeleporter (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ATeleporter : public ASmallNavigationPoint
{
public:
	class FString URL;                                                        //CPF_Edit|CPF_Net|CPF_NeedCtorLink
	FName ProductRequired;                                                    //CPF_Edit
	BITFIELD bChangesVelocity : 1;                                            //CPF_Edit|CPF_Net
	BITFIELD bChangesYaw : 1;                                                 //CPF_Edit|CPF_Net
	BITFIELD bReversesX : 1;                                                  //CPF_Edit|CPF_Net
	BITFIELD bReversesY : 1;                                                  //CPF_Edit|CPF_Net
	BITFIELD bReversesZ : 1;                                                  //CPF_Edit|CPF_Net
	BITFIELD bEnabled : 1;                                                    //CPF_Edit|CPF_Net
	class FVector TargetVelocity;                                             //CPF_Edit|CPF_Net
	class AActor* TriggerActor;                                               //0
	class AActor* TriggerActor2;                                              //0
	FLOAT LastFired;                                                          //0
	virtual ~ATeleporter();
	virtual INT ReachedBy(class APawn *, class FVector);
	virtual INT NoReachDistance();
	virtual void addReachSpecs(class APawn *, INT);
	ATeleporter(class ATeleporter const &);
	ATeleporter();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class ATeleporter & operator=(class ATeleporter const &);
private:
	static class UClass PrivateStaticClass();
};

// -----------------------------------------------------------------------------
// DelayedWarp ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT DelayedWarp
{
};
struct AWarpZoneInfo_eventActorLeaving_Parms
{
	class AActor* Other;                                                      //CPF_Parm
};
struct AWarpZoneInfo_execActorEntered_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class FVector L;                                                          //0
	class FRotator R;                                                         //0
	class AController* P;                                                     //0
};
struct AWarpZoneInfo_eventForceGenerate_Parms
{
};
struct AWarpZoneInfo_eventGenerate_Parms
{
};
struct AWarpZoneInfo_execTrigger_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class APawn* EventInstigator;                                             //CPF_Parm
	INT nextPick;                                                             //0
};
struct AWarpZoneInfo_execPreBeginPlay_Parms
{
};
struct AWarpZoneInfo_execUnWarp_Parms
{
	class FVector loc;                                                        //CPF_Parm|CPF_OutParm
	class FVector Vel;                                                        //CPF_Parm|CPF_OutParm
	class FRotator R;                                                         //CPF_Parm|CPF_OutParm
};
struct AWarpZoneInfo_execWarp_Parms
{
	class FVector loc;                                                        //CPF_Parm|CPF_OutParm
	class FVector Vel;                                                        //CPF_Parm|CPF_OutParm
	class FRotator R;                                                         //CPF_Parm|CPF_OutParm
};

// *****************************************************************************
// AWarpZoneInfo (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AWarpZoneInfo : public AZoneInfo
{
public:
	class FString OtherSideURL;                                               //CPF_Edit|CPF_Net|CPF_NeedCtorLink
	FName ThisTag;                                                            //CPF_Edit|CPF_Net
	BITFIELD bNoTeleFrag : 1;                                                 //CPF_Edit
	INT iWarpZone;                                                            //0
	class FCoords WarpCoords;                                                 //0
	class AWarpZoneInfo* OtherSideActor;                                      //CPF_Net|CPF_Transient
	class UObject* OtherSideLevel;                                            //CPF_Transient
	class FString Destinations[8];                                            //CPF_Edit|CPF_NeedCtorLink
	INT numDestinations;                                                      //0
	virtual ~AWarpZoneInfo();
	virtual INT AddMyMarker(class AActor *);
	AWarpZoneInfo(class AWarpZoneInfo const &);
	AWarpZoneInfo();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	void eventForceGenerate();
	void eventGenerate();
	void execUnWarp(struct FFrame &, void * const);
	void execWarp(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class AWarpZoneInfo & operator=(class AWarpZoneInfo const &);
private:
	static class UClass PrivateStaticClass();
};
struct AProjectile_eventPostRender2D_Parms
{
	class UCanvas* C;                                                         //CPF_Parm
	FLOAT ScreenLocX;                                                         //CPF_Parm
	FLOAT ScreenLocY;                                                         //CPF_Parm
};
struct AProjectile_execIsStationary_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AProjectile_execGetRange_Parms
{
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AProjectile_execRandSpin_Parms
{
	FLOAT spinRate;                                                           //CPF_Parm
};
struct AProjectile_execExplode_Parms
{
	class FVector HitLocation;                                                //CPF_Parm
	class FVector HitNormal;                                                  //CPF_Parm
};
struct AProjectile_execBlowUp_Parms
{
	class FVector HitLocation;                                                //CPF_Parm
};
struct AProjectile_execHitWall_Parms
{
	class FVector HitNormal;                                                  //CPF_Parm
	class AActor* Wall;                                                       //CPF_Parm
	class APlayerController* PC;                                              //0
};
struct AProjectile_execProcessTouch_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
};
struct AProjectile_execClientSideTouch_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
};
struct AProjectile_execTouch_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class FVector HitLocation;                                                //0
	class FVector HitNormal;                                                  //0
};
struct AProjectile_execEncroachingOn_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AProjectile_execDelayedHurtRadius_Parms
{
	FLOAT DamageAmount;                                                       //CPF_Parm
	FLOAT DamageRadius;                                                       //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
	FLOAT Momentum;                                                           //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
};
struct AProjectile_execHurtRadius_Parms
{
	FLOAT DamageAmount;                                                       //CPF_Parm
	FLOAT DamageRadius;                                                       //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
	FLOAT Momentum;                                                           //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
	class AActor* Victims;                                                    //0
	FLOAT damageScale;                                                        //0
	FLOAT dist;                                                               //0
	class FVector Dir;                                                        //0
};
struct AProjectile_execCheckMaxEffectDistance_Parms
{
	class APlayerController* P;                                               //CPF_Parm
	class FVector SpawnLocation;                                              //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AProjectile_execReset_Parms
{
};
struct AProjectile_execCanSplash_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AProjectile_execSpecialCalcView_Parms
{
	class AActor* ViewActor;                                                  //CPF_Parm|CPF_OutParm
	class FVector CameraLocation;                                             //CPF_Parm|CPF_OutParm
	class FRotator CameraRotation;                                            //CPF_Parm|CPF_OutParm
	BITFIELD bBehindView : 1;                                                 //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AProjectile_execPostBeginPlay_Parms
{
	class APlayerController* PC;                                              //0
};

// *****************************************************************************
// AProjectile (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AProjectile : public AActor
{
public:
	FLOAT Speed;                                                              //0
	FLOAT MaxSpeed;                                                           //0
	FLOAT TossZ;                                                              //0
	class AActor* ZeroCollider;                                               //0
	BITFIELD bSwitchToZeroCollision : 1;                                      //0
	BITFIELD bNoFX : 1;                                                       //0
	BITFIELD bReadyToSplash : 1;                                              //0
	BITFIELD bSpecialCalcView : 1;                                            //0
	FLOAT Damage;                                                             //0
	FLOAT DamageRadius;                                                       //0
	FLOAT MomentumTransfer;                                                   //0
	class UClass* MyDamageType;                                               //0
	class USound* SpawnSound;                                                 //0
	class USound* ImpactSound;                                                //0
	class UClass* ExplosionDecal;                                             //0
	FLOAT ExploWallOut;                                                       //0
	class AController* InstigatorController;                                  //0
	class AActor* LastTouched;                                                //0
	class AActor* HurtWall;                                                   //0
	FLOAT MaxEffectDistance;                                                  //0
	BITFIELD bScriptPostRender : 1;                                           //0
	virtual ~AProjectile();
	virtual void BoundProjectileVelocity();
	virtual INT ShrinkCollision(class AActor *, class FVector const &);
	virtual void PostRender(class FLevelSceneNode *, class FRenderInterface *);
	virtual class AProjectile * GetAProjectile();
	AProjectile(class AProjectile const &);
	AProjectile();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	void eventPostRender2D(class UCanvas *, FLOAT, FLOAT);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class AProjectile & operator=(class AProjectile const &);
private:
	static class UClass PrivateStaticClass();
};
struct ADecoration_execCanSplash_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ADecoration_eventNotReachableBy_Parms
{
	class APawn* P;                                                           //CPF_Parm
};
struct ADecoration_execBump_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	FLOAT Speed;                                                              //0
	FLOAT OldZ;                                                               //0
};
struct ADecoration_execTimer_Parms
{
};
struct ADecoration_execDestroyed_Parms
{
	class AInventory* dropped;                                                //0
	INT i;                                                                    //0
	class AFragment* S;                                                       //0
	FLOAT BaseSize;                                                           //0
};
struct ADecoration_execBaseChange_Parms
{
};
struct ADecoration_execTrigger_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class APawn* EventInstigator;                                             //CPF_Parm
};
struct ADecoration_execPhysicsVolumeChange_Parms
{
	class APhysicsVolume* NewVolume;                                          //CPF_Parm
};
struct ADecoration_execTakeDamage_Parms
{
	INT NDamage;                                                              //CPF_Parm
	class APawn* instigatedBy;                                                //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
	class FVector Momentum;                                                   //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
};
struct ADecoration_execHitWall_Parms
{
	class FVector HitNormal;                                                  //CPF_Parm
	class AActor* Wall;                                                       //CPF_Parm
};
struct ADecoration_execLanded_Parms
{
	class FVector HitNormal;                                                  //CPF_Parm
	class FRotator newRot;                                                    //0
};
struct ADecoration_execDrop_Parms
{
	class FVector NewVel;                                                     //CPF_Parm
};

// *****************************************************************************
// ADecoration (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ADecoration : public AActor
{
public:
	class UClass* EffectWhenDestroyed;                                        //CPF_Edit
	BITFIELD bPushable : 1;                                                   //CPF_Edit
	BITFIELD bDamageable : 1;                                                 //CPF_Edit
	BITFIELD bPushSoundPlaying : 1;                                           //0
	BITFIELD bSplash : 1;                                                     //0
	class USound* PushSound;                                                  //CPF_Edit
	class USound* EndPushSound;                                               //CPF_Edit
	INT numLandings;                                                          //0
	class UClass* Contents;                                                   //CPF_Edit
	INT NumFrags;                                                             //CPF_Edit
	class UTexture* FragSkin;                                                 //CPF_Edit
	class UClass* FragType;                                                   //CPF_Edit
	class FVector FragMomentum;                                               //0
	INT Health;                                                               //CPF_Edit
	FLOAT SplashTime;                                                         //CPF_Edit
	class ANavigationPoint* LastAnchor;                                       //0
	FLOAT LastValidAnchorTime;                                                //0
	virtual ~ADecoration();
	virtual void processLanded(class FVector, class AActor *, FLOAT, INT);
	ADecoration(class ADecoration const &);
	ADecoration();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	void eventNotReachableBy(class APawn *);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class ADecoration & operator=(class ADecoration const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// AInterpolationPoint (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AInterpolationPoint : public AKeypoint
{
public:
	virtual ~AInterpolationPoint();
	virtual void PostEditChange();
	virtual void PostEditMove();
	virtual void RenderEditorSelected(class FLevelSceneNode *, class FRenderInterface *, class FDynamicActor *);
	AInterpolationPoint(class AInterpolationPoint const &);
	AInterpolationPoint();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class AInterpolationPoint & operator=(class AInterpolationPoint const &);
private:
	static class UClass PrivateStaticClass();
};
struct AScout_execPreBeginPlay_Parms
{
};

// *****************************************************************************
// AScout (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AScout : public APawn
{
public:
	FLOAT MaxLandingVelocity;                                                 //0
	virtual ~AScout();
	virtual INT HurtByVolume(class AActor *);
	AScout(class AScout const &);
	AScout();
	void InitForPathing();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	INT findStart(class FVector);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class AScout & operator=(class AScout const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UReachSpec (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UReachSpec : public UObject
{
public:
	INT Distance;                                                             //0
	class ANavigationPoint* Start;                                            //0
	class ANavigationPoint* End;                                              //0
	INT CollisionRadius;                                                      //0
	INT CollisionHeight;                                                      //0
	INT reachFlags;                                                           //0
	INT MaxLandingVelocity;                                                   //0
	BYTE bPruned;                                                             //0
	BITFIELD bForced : 1;                                                     //0
	virtual ~UReachSpec();
	INT BotOnlyPath();
	void Init();
	static void CDECL InternalConstructor(void *);
	class FPlane PathColor();
	INT PlaceScout(class AScout *);
	static class UClass * CDECL StaticClass();
	UReachSpec(class UReachSpec const &);
	UReachSpec();
	INT defineFor(class ANavigationPoint *, class ANavigationPoint *, class APawn *);
	INT findBestReachable(class AScout *);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UReachSpec * operator+(class UReachSpec const &) const;
	INT operator<=(class UReachSpec const &);
	class UReachSpec & operator=(class UReachSpec const &);
	INT operator==(class UReachSpec const &);
	INT supports(INT, INT, INT, INT);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// ASkyZoneInfo (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ASkyZoneInfo : public AZoneInfo
{
public:
	virtual ~ASkyZoneInfo();
	ASkyZoneInfo(class ASkyZoneInfo const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class ASkyZoneInfo & operator=(class ASkyZoneInfo const &);
protected:
	ASkyZoneInfo();
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// ACamera (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ACamera : public APlayerController
{
public:
	virtual ~ACamera();
	virtual void RenderEditorInfo(class FLevelSceneNode *, class FRenderInterface *, class FDynamicActor *);
	virtual void RenderEditorSelected(class FLevelSceneNode *, class FRenderInterface *, class FDynamicActor *);
	ACamera(class ACamera const &);
	ACamera();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class ACamera & operator=(class ACamera const &);
private:
	static class UClass PrivateStaticClass();
};

#define UCONST_GIPROPNUM 15

struct AGameInfo_execGetRandomTeamSymbol_Parms
{
	INT Base;                                                                 //CPF_Parm
	class UTexture* ReturnValue;                                              //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execTooManyBots_Parms
{
	class AController* botToRemove;                                           //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execScoreKill_Parms
{
	class AController* Killer;                                                //CPF_Parm
	class AController* Other;                                                 //CPF_Parm
};
struct AGameInfo_execTeamScoreEvent_Parms
{
	INT Team;                                                                 //CPF_Parm
	FLOAT Points;                                                             //CPF_Parm
	class FString Desc;                                                       //CPF_Parm|CPF_NeedCtorLink
};
struct AGameInfo_execScoreEvent_Parms
{
	class APlayerReplicationInfo* Who;                                        //CPF_Parm
	FLOAT Points;                                                             //CPF_Parm
	class FString Desc;                                                       //CPF_Parm|CPF_NeedCtorLink
};
struct AGameInfo_execCheckScore_Parms
{
	class APlayerReplicationInfo* Scorer;                                     //CPF_Parm
};
struct AGameInfo_execScoreObjective_Parms
{
	class APlayerReplicationInfo* Scorer;                                     //CPF_Parm
	FLOAT Score;                                                              //CPF_Parm
};
struct AGameInfo_execRatePlayerStart_Parms
{
	class ANavigationPoint* N;                                                //CPF_Parm
	BYTE Team;                                                                //CPF_Parm
	class AController* Player;                                                //CPF_Parm
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class APlayerStart* P;                                                    //0
};
struct AGameInfo_execFindPlayerStart_Parms
{
	class AController* Player;                                                //CPF_Parm
	BYTE InTeam;                                                              //CPF_Parm
	class FString incomingName;                                               //CPF_Parm|CPF_NeedCtorLink
	class ANavigationPoint* ReturnValue;                                      //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class ANavigationPoint* N;                                                //0
	class ANavigationPoint* BestStart;                                        //0
	class ATeleporter* Tel;                                                   //0
	FLOAT BestRating;                                                         //0
	FLOAT NewRating;                                                          //0
	BYTE Team;                                                                //0
};
struct AGameInfo_execEndLogging_Parms
{
	class FString Reason;                                                     //CPF_Parm|CPF_NeedCtorLink
};
struct AGameInfo_execEndGame_Parms
{
	class APlayerReplicationInfo* Winner;                                     //CPF_Parm
	class FString Reason;                                                     //CPF_Parm|CPF_NeedCtorLink
};
struct AGameInfo_execCheckEndGame_Parms
{
	class APlayerReplicationInfo* Winner;                                     //CPF_Parm
	class FString Reason;                                                     //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class AController* P;                                                     //0
};
struct AGameInfo_eventBroadcastLocalized_Parms
{
	class AActor* Sender;                                                     //CPF_Parm
	class UClass* Message;                                                    //CPF_Parm
	INT Switch;                                                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_1;                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_2;                               //CPF_Parm
	class UObject* OptionalObject;                                            //CPF_Parm
};
struct AGameInfo_execBroadcastTeam_Parms
{
	class AController* Sender;                                                //CPF_Parm
	class FString Msg;                                                        //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	FName Type;                                                               //CPF_Parm
};
struct AGameInfo_eventBroadcast_Parms
{
	class AActor* Sender;                                                     //CPF_Parm
	class FString Msg;                                                        //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	FName Type;                                                               //CPF_Parm
};
struct AGameInfo_execChangeVoiceChannel_Parms
{
	class APlayerReplicationInfo* PRI;                                        //CPF_Parm
	INT NewChannelIndex;                                                      //CPF_Parm
	INT OldChannelIndex;                                                      //CPF_Parm
};
struct AGameInfo_execGetMapList_Parms
{
	class FString MapListClassType;                                           //CPF_Parm|CPF_NeedCtorLink
	class AMapList* ReturnValue;                                              //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class UClass* MapListClass;                                               //0
};
struct AGameInfo_execGetMapRotation_Parms
{
	TArray<class FString> ReturnValue;                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AGameInfo_execRestartGame_Parms
{
	class FString NextMap;                                                    //CPF_NeedCtorLink
	class AMapList* MyList;                                                   //0
};
struct AGameInfo_execSendPlayer_Parms
{
	class APlayerController* aPlayer;                                         //CPF_Parm
	class FString URL;                                                        //CPF_Parm|CPF_NeedCtorLink
};
struct AGameInfo_execPickTeam_Parms
{
	BYTE Current;                                                             //CPF_Parm
	class AController* C;                                                     //CPF_Parm
	BYTE ReturnValue;                                                         //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execChangeTeam_Parms
{
	class AController* Other;                                                 //CPF_Parm
	INT N;                                                                    //CPF_Parm
	BITFIELD bNewTeam : 1;                                                    //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execChangeName_Parms
{
	class AController* Other;                                                 //CPF_Parm
	class FString S;                                                          //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	BITFIELD bNameChange : 1;                                                 //CPF_Parm
	class AController* C;                                                     //0
};
struct AGameInfo_execDiscardInventory_Parms
{
	class APawn* Other;                                                       //CPF_Parm
};
struct AGameInfo_execPickupQuery_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	class APickup* Item;                                                      //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	BYTE bAllowPickup;                                                        //0
};
struct AGameInfo_execShouldRespawn_Parms
{
	class APickup* Other;                                                     //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execReduceDamage_Parms
{
	INT Damage;                                                               //CPF_Parm
	class APawn* injured;                                                     //CPF_Parm
	class APawn* instigatedBy;                                                //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
	class FVector Momentum;                                                   //CPF_Parm|CPF_OutParm
	class UClass* DamageType;                                                 //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT OriginalDamage;                                                       //0
	class AArmor* FirstArmor;                                                 //0
	class AArmor* NextArmor;                                                  //0
};
struct AGameInfo_execCanSpectate_Parms
{
	class APlayerController* Viewer;                                          //CPF_Parm
	BITFIELD bOnlySpectator : 1;                                              //CPF_Parm
	class AActor* ViewTarget;                                                 //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execIsOnTeam_Parms
{
	class AController* Other;                                                 //CPF_Parm
	INT TeamNum;                                                              //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT OtherTeam;                                                            //0
};
struct AGameInfo_execKickBan_Parms
{
	class FString S;                                                          //CPF_Parm|CPF_NeedCtorLink
};
struct AGameInfo_execSessionKickBan_Parms
{
	class FString S;                                                          //CPF_Parm|CPF_NeedCtorLink
};
struct AGameInfo_execKick_Parms
{
	class FString S;                                                          //CPF_Parm|CPF_NeedCtorLink
};
struct AGameInfo_execParseKillMessage_Parms
{
	class FString KillerName;                                                 //CPF_Parm|CPF_NeedCtorLink
	class FString VictimName;                                                 //CPF_Parm|CPF_NeedCtorLink
	class FString DeathMessage;                                               //CPF_Parm|CPF_NeedCtorLink
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AGameInfo_execBroadcastDeathMessage_Parms
{
	class AController* Killer;                                                //CPF_Parm
	class AController* Other;                                                 //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
};
struct AGameInfo_execPreventSever_Parms
{
	class APawn* Killed;                                                      //CPF_Parm
	FName BoneName;                                                           //CPF_Parm
	INT Damage;                                                               //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execPreventDeath_Parms
{
	class APawn* Killed;                                                      //CPF_Parm
	class AController* Killer;                                                //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execKilled_Parms
{
	class AController* Killer;                                                //CPF_Parm
	class AController* Killed;                                                //CPF_Parm
	class APawn* KilledPawn;                                                  //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
	class AVehicle* V;                                                        //0
};
struct AGameInfo_execKillEvent_Parms
{
	class FString KillType;                                                   //CPF_Parm|CPF_NeedCtorLink
	class APlayerReplicationInfo* Killer;                                     //CPF_Parm
	class APlayerReplicationInfo* Victim;                                     //CPF_Parm
	class UClass* Damage;                                                     //CPF_Parm
};
struct AGameInfo_execNotifyKilled_Parms
{
	class AController* Killer;                                                //CPF_Parm
	class AController* Killed;                                                //CPF_Parm
	class APawn* KilledPawn;                                                  //CPF_Parm
	class AController* C;                                                     //0
};
struct AGameInfo_execSetPlayerDefaults_Parms
{
	class APawn* PlayerPawn;                                                  //CPF_Parm
};
struct AGameInfo_execAddDefaultInventory_Parms
{
	class APawn* PlayerPawn;                                                  //CPF_Parm
	class AWeapon* newWeapon;                                                 //0
	class UClass* WeapClass;                                                  //0
};
struct AGameInfo_execAddGameSpecificInventory_Parms
{
	class APawn* P;                                                           //CPF_Parm
	class AWeapon* newWeapon;                                                 //0
	class UClass* WeapClass;                                                  //0
};
struct AGameInfo_eventAcceptInventory_Parms
{
	class APawn* PlayerPawn;                                                  //CPF_Parm
};
struct AGameInfo_execNotifyLogout_Parms
{
	class AController* Exiting;                                               //CPF_Parm
	class AController* C;                                                     //0
	class APlayerController* PC;                                              //0
};
struct AGameInfo_execNotifyLogin_Parms
{
	INT NewPlayerID;                                                          //CPF_Parm
	INT i;                                                                    //0
	TArray<class APlayerController*> PCArray;                                 //CPF_NeedCtorLink
};
struct AGameInfo_execLogout_Parms
{
	class AController* Exiting;                                               //CPF_Parm
	BITFIELD bMessage : 1;                                                    //0
};
struct AGameInfo_execSetWeaponViewShake_Parms
{
	class APlayerController* P;                                               //CPF_Parm
};
struct AGameInfo_eventPostLogin_Parms
{
	class APlayerController* NewPlayer;                                       //CPF_Parm
	class UClass* HudClass;                                                   //0
	class UClass* ScoreboardClass;                                            //0
};
struct AGameInfo_execGetDefaultPlayerClass_Parms
{
	class AController* C;                                                     //CPF_Parm
	class UClass ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class APlayerController* PC;                                              //0
	class FString PawnClassName;                                              //CPF_NeedCtorLink
	class UClass* PawnClass;                                                  //0
};
struct AGameInfo_execRestartPlayer_Parms
{
	class AController* aPlayer;                                               //CPF_Parm
	class ANavigationPoint* StartSpot;                                        //0
	INT TeamNum;                                                              //0
	class UClass* DefaultPlayerClass;                                         //0
	class AVehicle* V;                                                        //0
	class AVehicle* Best;                                                     //0
	class FVector ViewDir;                                                    //0
	FLOAT BestDist;                                                           //0
	FLOAT dist;                                                               //0
};
struct AGameInfo_execPlayerCanRestartGame_Parms
{
	class APlayerController* aPlayer;                                         //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execPlayerCanRestart_Parms
{
	class APlayerController* aPlayer;                                         //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execStartMatch_Parms
{
	class AController* P;                                                     //0
	class AActor* A;                                                          //0
};
struct AGameInfo_execTestLevel_Parms
{
	class AActor* A;                                                          //0
	class AActor* Found;                                                      //0
	BITFIELD bFoundErrors : 1;                                                //0
};
struct AGameInfo_eventLogin_Parms
{
	class FString Portal;                                                     //CPF_Parm|CPF_NeedCtorLink
	class FString Options;                                                    //CPF_Parm|CPF_NeedCtorLink
	class FString Error;                                                      //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	class APlayerController* ReturnValue;                                     //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class ANavigationPoint* StartSpot;                                        //0
	class APlayerController* NewPlayer;                                       //0
	class APlayerController* TestPlayer;                                      //0
	class FString InName;                                                     //CPF_NeedCtorLink
	class FString InAdminName;                                                //CPF_NeedCtorLink
	class FString InPassword;                                                 //CPF_NeedCtorLink
	class FString InChecksum;                                                 //CPF_NeedCtorLink
	class FString InCharacter;                                                //CPF_NeedCtorLink
	class FString InSex;                                                      //CPF_NeedCtorLink
	BYTE InTeam;                                                              //0
	BITFIELD bSpectator : 1;                                                  //0
	BITFIELD bAdmin : 1;                                                      //0
	class UClass* MySecurityClass;                                            //0
	class APawn* TestPawn;                                                    //0
};
struct AGameInfo_execInitSavedLevel_Parms
{
};
struct AGameInfo_execAtCapacity_Parms
{
	BITFIELD bSpectator : 1;                                                  //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execAllowBecomeActivePlayer_Parms
{
	class APlayerController* P;                                               //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execBecomeSpectator_Parms
{
	class APlayerController* P;                                               //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execGetIntOption_Parms
{
	class FString Options;                                                    //CPF_Parm|CPF_NeedCtorLink
	class FString ParseString;                                                //CPF_Parm|CPF_NeedCtorLink
	INT CurrentValue;                                                         //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class FString InOpt;                                                      //CPF_NeedCtorLink
};
struct AGameInfo_eventPreLogin_Parms
{
	class FString Options;                                                    //CPF_Parm|CPF_NeedCtorLink
	class FString Address;                                                    //CPF_Parm|CPF_NeedCtorLink
	class FString PlayerID;                                                   //CPF_Parm|CPF_NeedCtorLink
	class FString Error;                                                      //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	class FString FailCode;                                                   //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	BITFIELD bSpectator : 1;                                                  //0
};
struct AGameInfo_execProcessServerTravel_Parms
{
	class FString URL;                                                        //CPF_Parm|CPF_NeedCtorLink
	BITFIELD bItems : 1;                                                      //CPF_Parm
	class APlayerController* P;                                               //0
	class APlayerController* LocalPlayer;                                     //0
};
struct AGameInfo_eventGetBeaconText_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AGameInfo_execAddGameModifier_Parms
{
	class AGameRules* NewRule;                                                //CPF_Parm
};
struct AGameInfo_execAddMutator_Parms
{
	class FString mutname;                                                    //CPF_Parm|CPF_NeedCtorLink
	BITFIELD bUserAdded : 1;                                                  //CPF_Parm
	class UClass* mutClass;                                                   //0
	class AMutator* mut;                                                      //0
};
struct AGameInfo_eventInitGame_Parms
{
	class FString Options;                                                    //CPF_Parm|CPF_NeedCtorLink
	class FString Error;                                                      //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	class FString InOpt;                                                      //CPF_NeedCtorLink
	class FString LeftOpt;                                                    //CPF_NeedCtorLink
	INT pos;                                                                  //0
	class UClass* ACClass;                                                    //0
	class UClass* GRClass;                                                    //0
	BITFIELD bIsTutorial : 1;                                                 //0
};
struct AGameInfo_execHasOption_Parms
{
	class FString Options;                                                    //CPF_Parm|CPF_NeedCtorLink
	class FString InKey;                                                      //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class FString Pair;                                                       //CPF_NeedCtorLink
	class FString Key;                                                        //CPF_NeedCtorLink
	class FString Value;                                                      //CPF_NeedCtorLink
};
struct AGameInfo_execLoadDataObject_Parms
{
	class UClass* objClass;                                                   //CPF_Parm
	class FString objName;                                                    //CPF_Parm|CPF_NeedCtorLink
	class FString PackageName;                                                //CPF_Parm|CPF_NeedCtorLink
	class UObject* ReturnValue;                                               //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execParseOption_Parms
{
	class FString Options;                                                    //CPF_Parm|CPF_NeedCtorLink
	class FString InKey;                                                      //CPF_Parm|CPF_NeedCtorLink
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	class FString Pair;                                                       //CPF_NeedCtorLink
	class FString Key;                                                        //CPF_NeedCtorLink
	class FString Value;                                                      //CPF_NeedCtorLink
};
struct AGameInfo_execGetKeyValue_Parms
{
	class FString Pair;                                                       //CPF_Parm|CPF_NeedCtorLink
	class FString Key;                                                        //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	class FString Value;                                                      //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
};
struct AGameInfo_execGrabOption_Parms
{
	class FString Options;                                                    //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	class FString Result;                                                     //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_eventDetailChange_Parms
{
	class AActor* A;                                                          //0
	class AZoneInfo* Z;                                                       //0
};
struct AGameInfo_execSetGameSpeed_Parms
{
	FLOAT t;                                                                  //CPF_Parm
	FLOAT OldSpeed;                                                           //0
};
struct AGameInfo_execAllowGameSpeedChange_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execSetPause_Parms
{
	BITFIELD bPause : 1;                                                      //CPF_Parm
	class APlayerController* P;                                               //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execGetServerPort_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class FString S;                                                          //CPF_NeedCtorLink
	INT i;                                                                    //0
};
struct AGameInfo_execGetServerPlayers_Parms
{
	struct FServerResponseLine ServerState;                                   //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	class AMutator* M;                                                        //0
	class AController* C;                                                     //0
	class APlayerReplicationInfo* PRI;                                        //0
	INT i;                                                                    //0
	INT TeamFlag[2];                                                          //0
};
struct AGameInfo_execGetServerDetails_Parms
{
	struct FServerResponseLine ServerState;                                   //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	class AMutator* M;                                                        //0
	class AGameRules* G;                                                      //0
	INT i;                                                                    //0
	INT Len;                                                                  //0
	INT NumMutators;                                                          //0
	class FString MutatorName;                                                //CPF_NeedCtorLink
	BITFIELD bFound : 1;                                                      //0
};
struct AGameInfo_execGetNumPlayers_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execGetServerInfo_Parms
{
	struct FServerResponseLine ServerState;                                   //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	INT RealSkillLevel;                                                       //0
};
struct AGameInfo_execGetNetworkNumber_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AGameInfo_execInitMaplistHandler_Parms
{
};
struct AGameInfo_execInitVoiceReplicationInfo_Parms
{
};
struct AGameInfo_execInitGameReplicationInfo_Parms
{
};
struct AGameInfo_eventKickIdler_Parms
{
	class APlayerController* PC;                                              //CPF_Parm
};
struct AGameInfo_eventGameEnding_Parms
{
};
struct AGameInfo_execTimer_Parms
{
	class ANavigationPoint* N;                                                //0
	INT i;                                                                    //0
};
struct AGameInfo_execInitLogging_Parms
{
	class UClass* MyGameStatsClass;                                           //0
};
struct AGameInfo_execReset_Parms
{
};
struct AGameInfo_execPostBeginPlay_Parms
{
};
struct AGameInfo_execNoBlood_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execUseLowGore_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execChangeMap_Parms
{
	INT ContextID;                                                            //CPF_Parm
	class AMapList* MyList;                                                   //0
	class UClass* ML;                                                         //0
	class FString MapString;                                                  //CPF_NeedCtorLink
};
struct AGameInfo_execFindPlayerByID_Parms
{
	INT PlayerID;                                                             //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	class APlayerReplicationInfo* PRI;                                        //0
};
struct AGameInfo_execPrecacheGameAnnouncements_Parms
{
	class AAnnouncerVoice* V;                                                 //CPF_Parm
	BITFIELD bRewardSounds : 1;                                               //CPF_Parm
};
struct AGameInfo_execPrecacheGameStaticMeshes_Parms
{
	class ALevelInfo* myLevel;                                                //CPF_Parm
};
struct AGameInfo_execDeadUse_Parms
{
	class APlayerController* PC;                                              //CPF_Parm
};
struct AGameInfo_execDisableNextObjective_Parms
{
};
struct AGameInfo_execWeakObjectives_Parms
{
};
struct AGameInfo_execJustStarted_Parms
{
	FLOAT t;                                                                  //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execStripColor_Parms
{
	class FString S;                                                          //CPF_Parm|CPF_NeedCtorLink
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	INT P;                                                                    //0
};
struct AGameInfo_execAddServerDetail_Parms
{
	struct FServerResponseLine ServerState;                                   //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	class FString RuleName;                                                   //CPF_Parm|CPF_NeedCtorLink
	class FString RuleValue;                                                  //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	INT i;                                                                    //0
};
struct AGameInfo_execAllowMutator_Parms
{
	class FString MutatorClassName;                                           //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execPrecacheGameTextures_Parms
{
	class ALevelInfo* myLevel;                                                //CPF_Parm
};
struct AGameInfo_execUpdatePrecacheStaticMeshes_Parms
{
};
struct AGameInfo_execUpdatePrecacheMaterials_Parms
{
};
struct AGameInfo_execDestroyed_Parms
{
};
struct AGameInfo_execPreBeginPlay_Parms
{
};
struct AGameInfo_execLoadMapList_Parms
{
	class FString MapPrefix;                                                  //CPF_Parm|CPF_NeedCtorLink
	TArray<class FString> Maps;                                               //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
};
struct AGameInfo_execDeletePackage_Parms
{
	class FString PackageName;                                                //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execSavePackage_Parms
{
	class FString PackageName;                                                //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execAllDataObjects_Parms
{
	class UClass* objClass;                                                   //CPF_Parm
	class UObject* obj;                                                       //CPF_Parm|CPF_OutParm
	class FString PackageName;                                                //CPF_Parm|CPF_NeedCtorLink
};
struct AGameInfo_execDeleteDataObject_Parms
{
	class UClass* objClass;                                                   //CPF_Parm
	class FString objName;                                                    //CPF_Parm|CPF_NeedCtorLink
	class FString PackageName;                                                //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execCreateDataObject_Parms
{
	class UClass* objClass;                                                   //CPF_Parm
	class FString objName;                                                    //CPF_Parm|CPF_NeedCtorLink
	class FString PackageName;                                                //CPF_Parm|CPF_NeedCtorLink
	class UObject* ReturnValue;                                               //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execGetSavedGames_Parms
{
	class UManifest* ReturnValue;                                             //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execIsVehicleMutator_Parms
{
	class FString MutatorClassName;                                           //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execGetBindWeight_Parms
{
	BYTE KeyNumber;                                                           //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execMakeColorCode_Parms
{
	class FColor NewColor;                                                    //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AGameInfo_execGetNextLoadHint_Parms
{
	class FString MapName;                                                    //CPF_Parm|CPF_NeedCtorLink
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AGameInfo_execGetKeyBindName_Parms
{
	class FString Cmd;                                                        //CPF_Parm|CPF_NeedCtorLink
	class APlayerController* Ref;                                             //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	class FString BindStr;                                                    //CPF_NeedCtorLink
	TArray<class FString> Bindings;                                           //CPF_NeedCtorLink
	INT i;                                                                    //0
	INT idx;                                                                  //0
	INT BestIdx;                                                              //0
	INT Weight;                                                               //0
	INT BestWeight;                                                           //0
};
struct AGameInfo_execParseLoadingHint_Parms
{
	class FString Hint;                                                       //CPF_Parm|CPF_NeedCtorLink
	class APlayerController* Ref;                                             //CPF_Parm
	class FColor HintColor;                                                   //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	class FString CurrentHint;                                                //CPF_NeedCtorLink
	class FString Cmd;                                                        //CPF_NeedCtorLink
	class FString Result;                                                     //CPF_NeedCtorLink
	INT pos;                                                                  //0
};
struct AGameInfo_execGetLoadingHint_Parms
{
	class APlayerController* Ref;                                             //CPF_Parm
	class FString MapName;                                                    //CPF_Parm|CPF_NeedCtorLink
	class FColor HintColor;                                                   //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	class FString Hint;                                                       //CPF_NeedCtorLink
	INT Attempt;                                                              //0
};
struct AGameInfo_execGetAllLoadHints_Parms
{
	BITFIELD bThisClassOnly : 1;                                              //CPF_Parm
	TArray<class FString> ReturnValue;                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AGameInfo_eventNoTranslocatorKeyPressed_Parms
{
	class APlayerController* PC;                                              //CPF_Parm
};
struct AGameInfo_eventSceneAbort_Parms
{
};
struct AGameInfo_eventSceneEnded_Parms
{
	class ASceneManager* SM;                                                  //CPF_Parm
	class AActor* Other;                                                      //CPF_Parm
};
struct AGameInfo_eventSceneStarted_Parms
{
	class ASceneManager* SM;                                                  //CPF_Parm
	class AActor* Other;                                                      //CPF_Parm
};
struct AGameInfo_execAdjustBotInterface_Parms
{
	BITFIELD bSinglePlayer : 1;                                               //CPF_Parm
};
struct AGameInfo_execParseVoiceCommand_Parms
{
	class APlayerController* Sender;                                          //CPF_Parm
	class FString RecognizedString;                                           //CPF_Parm|CPF_NeedCtorLink
};
struct AGameInfo_execGetPlayerControllerList_Parms
{
	TArray<class APlayerController*> ControllerArray;                         //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	class AController* C;                                                     //0
	class APlayerController* PC;                                              //0
};
struct AGameInfo_execLoadSRGrammar_Parms
{
	class FString Grammar;                                                    //CPF_Parm|CPF_NeedCtorLink
};
struct AGameInfo_eventSetGrammar_Parms
{
};
struct AGameInfo_execGetDefenderNum_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execFindSpecGoalFor_Parms
{
	class APlayerReplicationInfo* PRI;                                        //CPF_Parm
	INT TeamIndex;                                                            //CPF_Parm
	class AActor* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execRegisterVehicle_Parms
{
	class AVehicle* V;                                                        //CPF_Parm
};
struct AGameInfo_execAdminSay_Parms
{
	class FString Msg;                                                        //CPF_Parm|CPF_NeedCtorLink
	class AController* C;                                                     //0
};
struct AGameInfo_execKillBots_Parms
{
	INT Num;                                                                  //CPF_Parm
};
struct AGameInfo_execOtherTeam_Parms
{
	class ATeamInfo* Requester;                                               //CPF_Parm
	class ATeamInfo* ReturnValue;                                             //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execDriverLeftVehicle_Parms
{
	class AVehicle* V;                                                        //CPF_Parm
	class APawn* P;                                                           //CPF_Parm
};
struct AGameInfo_execCanLeaveVehicle_Parms
{
	class AVehicle* V;                                                        //CPF_Parm
	class APawn* P;                                                           //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execDriverEnteredVehicle_Parms
{
	class AVehicle* V;                                                        //CPF_Parm
	class APawn* P;                                                           //CPF_Parm
};
struct AGameInfo_execCanEnterVehicle_Parms
{
	class AVehicle* V;                                                        //CPF_Parm
	class APawn* P;                                                           //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execNewRecommendCombo_Parms
{
	class FString ComboName;                                                  //CPF_Parm|CPF_NeedCtorLink
	class AAIController* C;                                                   //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	class FString NewComboName;                                               //CPF_NeedCtorLink
};
struct AGameInfo_execRecommendCombo_Parms
{
	class FString ComboName;                                                  //CPF_Parm|CPF_NeedCtorLink
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AGameInfo_execReviewJumpSpots_Parms
{
	FName TestLabel;                                                          //CPF_Parm
};
struct AGameInfo_execOrderToIndex_Parms
{
	INT Order;                                                                //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_eventAcceptPlayInfoProperty_Parms
{
	class FString PropName;                                                   //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameInfo_execGetDescriptionText_Parms
{
	class FString PropName;                                                   //CPF_Parm|CPF_NeedCtorLink
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AGameInfo_execGetDisplayText_Parms
{
	class FString PropName;                                                   //CPF_Parm|CPF_NeedCtorLink
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AGameInfo_execFillPlayInfo_Parms
{
	class UPlayInfo* PlayInfo;                                                //CPF_Parm
};
struct AGameInfo_execParseMessageString_Parms
{
	class AMutator* BaseMutator;                                              //CPF_Parm
	class AController* Who;                                                   //CPF_Parm
	class FString Message;                                                    //CPF_Parm|CPF_NeedCtorLink
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AGameInfo_execParseChatPercVar_Parms
{
	class AMutator* BaseMutator;                                              //CPF_Parm
	class AController* Who;                                                   //CPF_Parm
	class FString Cmd;                                                        //CPF_Parm|CPF_NeedCtorLink
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AGameInfo_execFindTeamDesignation_Parms
{
	class AGameReplicationInfo* GRI;                                          //CPF_Parm
	class AActor* A;                                                          //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};

// *****************************************************************************
// AGameInfo (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AGameInfo : public AInfo
{
public:
	BITFIELD bRestartLevel : 1;                                               //0
	BITFIELD bPauseable : 1;                                                  //0
	BITFIELD bWeaponStay : 1;                                                 //CPF_Config
	BITFIELD bCanChangeSkin : 1;                                              //0
	BITFIELD bTeamGame : 1;                                                   //CPF_0x01000000
	BITFIELD bGameEnded : 1;                                                  //0
	BITFIELD bOverTime : 1;                                                   //0
	BITFIELD bAlternateMode : 1;                                              //CPF_Localized
	BITFIELD bCanViewOthers : 1;                                              //0
	BITFIELD bDelayedStart : 1;                                               //0
	BITFIELD bWaitingToStartMatch : 1;                                        //0
	BITFIELD bChangeLevels : 1;                                               //CPF_Config|CPF_GlobalConfig
	BITFIELD bAlreadyChanged : 1;                                             //0
	BITFIELD bLoggingGame : 1;                                                //0
	BITFIELD bEnableStatLogging : 1;                                          //CPF_Config|CPF_GlobalConfig
	BITFIELD bAllowWeaponThrowing : 1;                                        //CPF_Config
	BITFIELD bAllowBehindView : 1;                                            //CPF_Config|CPF_GlobalConfig
	BITFIELD bAdminCanPause : 1;                                              //CPF_Config|CPF_GlobalConfig
	BITFIELD bGameRestarted : 1;                                              //0
	BITFIELD bWeaponShouldViewShake : 1;                                      //CPF_Config|CPF_GlobalConfig
	BITFIELD bModViewShake : 1;                                               //0
	BITFIELD bForceClassicView : 1;                                           //0
	BITFIELD bLowGore : 1;                                                    //CPF_Config|CPF_GlobalConfig
	BITFIELD bWelcomePending : 1;                                             //0
	BITFIELD bAttractCam : 1;                                                 //0
	BITFIELD bMustJoinBeforeStart : 1;                                        //0
	BITFIELD bTestMode : 1;                                                   //0
	BITFIELD bAllowVehicles : 1;                                              //0
	BITFIELD bAllowMPGameSpeed : 1;                                           //0
	BITFIELD bIsSaveGame : 1;                                                 //0
	BITFIELD bLiberalVehiclePaths : 1;                                        //0
	INT GoreLevel;                                                            //CPF_Config|CPF_GlobalConfig
	FLOAT GameDifficulty;                                                     //CPF_Config|CPF_GlobalConfig
	FLOAT AutoAim;                                                            //0
	FLOAT GameSpeed;                                                          //CPF_Config|CPF_GlobalConfig
	FLOAT StartTime;                                                          //0
	class FString DefaultPlayerClassName;                                     //CPF_NeedCtorLink
	class FString ScoreBoardType;                                             //CPF_NeedCtorLink
	class FString BotMenuType;                                                //CPF_NeedCtorLink
	class FString RulesMenuType;                                              //CPF_NeedCtorLink|CPF_0x01000000
	class FString SettingsMenuType;                                           //CPF_NeedCtorLink
	class FString GameUMenuType;                                              //CPF_NeedCtorLink
	class FString MultiplayerUMenuType;                                       //CPF_NeedCtorLink
	class FString GameOptionsMenuType;                                        //CPF_NeedCtorLink
	class FString HUDSettingsMenu;                                            //CPF_NeedCtorLink|CPF_0x01000000
	class FString HUDType;                                                    //CPF_NeedCtorLink
	class FString MapListType;                                                //CPF_NeedCtorLink|CPF_0x01000000
	class FString MapPrefix;                                                  //CPF_NeedCtorLink|CPF_0x01000000
	class FString BeaconName;                                                 //CPF_NeedCtorLink
	class FString GoreLevelText[3];                                           //CPF_Localized|CPF_NeedCtorLink
	INT ResetCountDown;                                                       //CPF_Edit
	INT ResetTimeDelay;                                                       //CPF_Edit|CPF_Config
	INT MaxSpectators;                                                        //CPF_Config|CPF_GlobalConfig
	INT NumSpectators;                                                        //0
	INT MaxPlayers;                                                           //CPF_Config|CPF_GlobalConfig
	INT NumPlayers;                                                           //0
	INT NumBots;                                                              //0
	INT CurrentID;                                                            //0
	class FString DefaultPlayerName;                                          //CPF_Localized|CPF_NeedCtorLink
	FLOAT FearCostFallOff;                                                    //0
	INT GoalScore;                                                            //CPF_Config
	INT MaxLives;                                                             //CPF_Config
	INT TimeLimit;                                                            //CPF_Config
	class UClass* DeathMessageClass;                                          //0
	class UClass* GameMessageClass;                                           //0
	FName OtherMesgGroup;                                                     //0
	class FString MutatorClass;                                               //CPF_NeedCtorLink
	class AMutator* BaseMutator;                                              //0
	class FString AccessControlClass;                                         //CPF_Edit|CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	class AAccessControl* AccessControl;                                      //0
	class AGameRules* GameRulesModifiers;                                     //0
	class FString BroadcastHandlerClass;                                      //CPF_Edit|CPF_NeedCtorLink
	class UClass* BroadcastClass;                                             //CPF_Edit
	class ABroadcastHandler* BroadcastHandler;                                //0
	class UClass* PlayerControllerClass;                                      //0
	class FString PlayerControllerClassName;                                  //CPF_NeedCtorLink
	class UClass* GameReplicationInfoClass;                                   //CPF_Edit
	class AGameReplicationInfo* GameReplicationInfo;                          //0
	class UClass* VoiceReplicationInfoClass;                                  //CPF_Edit
	class AVoiceChatReplicationInfo* VoiceReplicationInfo;                    //0
	class FString MaplistHandlerType;                                         //CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	class UClass* MaplistHandlerClass;                                        //0
	class AMaplistManagerBase* MaplistHandler;                                //CPF_Transient
	class AGameStats* GameStats;                                              //0
	class FString GameStatsClass;                                             //CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	class FString DemoCommand;                                                //CPF_Transient|CPF_NeedCtorLink
	class FString SecurityClass;                                              //CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	class FString GameName;                                                   //CPF_Edit|CPF_Localized|CPF_NeedCtorLink|CPF_0x01000000
	class FString Description;                                                //CPF_Edit|CPF_Localized|CPF_NeedCtorLink|CPF_0x01000000
	class FString ScreenShotName;                                             //CPF_Edit|CPF_NeedCtorLink|CPF_0x01000000
	class FString DecoTextName;                                               //CPF_Edit|CPF_NeedCtorLink|CPF_0x01000000
	class FString Acronym;                                                    //CPF_Edit|CPF_NeedCtorLink|CPF_0x01000000
	class FString VotingHandlerType;                                          //CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	class UClass* VotingHandlerClass;                                         //0
	class AVotingHandler* VotingHandler;                                      //CPF_Transient
	class UGameProfile* CurrentGameProfile;                                   //CPF_Edit|CPF_Transient
	class UManifest* SaveGameManifest;                                        //CPF_Edit|CPF_Transient
	class FString GIPropsDisplayText[15];                                     //CPF_Localized|CPF_NeedCtorLink
	class FString GIPropDescText[15];                                         //CPF_Localized|CPF_NeedCtorLink
	class FString GIPropsExtras[2];                                           //CPF_Localized|CPF_NeedCtorLink
	class AVehicle* VehicleList;                                              //0
	class FString CallSigns[15];                                              //CPF_NeedCtorLink
	class FString ServerSkillLevel;                                           //CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	FLOAT MaxIdleTime;                                                        //CPF_Config|CPF_GlobalConfig
	class FString NoBindString;                                               //CPF_Localized|CPF_NeedCtorLink
	class FColor BindColor;                                                   //0
	virtual ~AGameInfo();
	AGameInfo(class AGameInfo const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	void eventAcceptInventory(class APawn *);
	void eventBroadcast(class AActor *, class FString const &, class FName);
	void eventBroadcastLocalized(class AActor *, class UClass *, INT, class APlayerReplicationInfo *, class APlayerReplicationInfo *, class UObject *);
	void eventDetailChange();
	void eventGameEnding();
	class FString eventGetBeaconText();
	void eventInitGame(class FString const &, class FString &);
	void eventKickIdler(class APlayerController *);
	class APlayerController * eventLogin(class FString const &, class FString const &, class FString &);
	void eventNoTranslocatorKeyPressed(class APlayerController *);
	void eventPostLogin(class APlayerController *);
	void eventPreLogin(class FString const &, class FString const &, class FString const &, class FString &, class FString &);
	void eventSceneAbort();
	void eventSceneEnded(class ASceneManager *, class AActor *);
	void eventSceneStarted(class ASceneManager *, class AActor *);
	void eventSetGrammar();
	void execAllDataObjects(struct FFrame &, void * const);
	void execCreateDataObject(struct FFrame &, void * const);
	void execDeleteDataObject(struct FFrame &, void * const);
	void execDeletePackage(struct FFrame &, void * const);
	void execGetNetworkNumber(struct FFrame &, void * const);
	void execGetSavedGames(struct FFrame &, void * const);
	void execLoadDataObject(struct FFrame &, void * const);
	void execLoadMapList(struct FFrame &, void * const);
	void execLoadSRGrammar(struct FFrame &, void * const);
	void execParseKillMessage(struct FFrame &, void * const);
	void execSavePackage(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class AGameInfo & operator=(class AGameInfo const &);
protected:
	AGameInfo();
private:
	static class UClass PrivateStaticClass();
};

enum ENetMode{
	 NM_Standalone=0
	,NM_DedicatedServer=1
	,NM_ListenServer=2
	,NM_Client=3
};
enum ELevelAction{
	 LEVACT_None=0
	,LEVACT_Loading=1
	,LEVACT_Saving=2
	,LEVACT_Connecting=3
	,LEVACT_Precaching=4
};
enum EMeshLODDetailLevel{
	 MDL_Low=0
	,MDL_Medium=1
	,MDL_High=2
	,MDL_Ultra=3
};
enum EPhysicsDetailLevel{
	 PDL_Low=0
	,PDL_Medium=1
	,PDL_High=2
};
struct ALevelInfo_execGetLocalPlayerController_Parms
{
	class APlayerController* ReturnValue;                                     //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class APlayerController* PC;                                              //0
};
struct ALevelInfo_eventPreBeginPlay_Parms
{
};
struct ALevelInfo_execReset_Parms
{
};
struct ALevelInfo_execThisIsNeverExecuted_Parms
{
	class ADefaultPhysicsVolume* P;                                           //0
};
struct ALevelInfo_eventServerTravel_Parms
{
	class FString URL;                                                        //CPF_Parm|CPF_NeedCtorLink
	BITFIELD bItems : 1;                                                      //CPF_Parm
};
struct ALevelInfo_execIsPendingConnection_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ALevelInfo_execGetAddressURL_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct ALevelInfo_execIsSoftwareRendering_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ALevelInfo_execIsDemoBuild_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ALevelInfo_execGetLocalURL_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct ALevelInfo_execAddPrecacheStaticMesh_Parms
{
	class UStaticMesh* stat;                                                  //CPF_Parm
	INT Index;                                                                //0
};
struct ALevelInfo_execAddPrecacheMaterial_Parms
{
	class UMaterial* mat;                                                     //CPF_Parm
	INT Index;                                                                //0
};
struct ALevelInfo_eventFillPrecacheStaticMeshesArray_Parms
{
	BITFIELD FullPrecache : 1;                                                //CPF_Parm
	class AActor* A;                                                          //0
	class UClass* G;                                                          //0
};
struct ALevelInfo_execPrecacheAnnouncements_Parms
{
};
struct ALevelInfo_eventFillPrecacheMaterialsArray_Parms
{
	BITFIELD FullPrecache : 1;                                                //CPF_Parm
	class AActor* A;                                                          //0
	class UClass* G;                                                          //0
	BITFIELD bRealDesire : 1;                                                 //0
};
struct ALevelInfo_execGetGameClass_Parms
{
	class UClass ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class UClass* G;                                                          //0
};
struct ALevelInfo_execPostBeginPlay_Parms
{
};
struct ALevelInfo_execGetPhysicsVolume_Parms
{
	class FVector loc;                                                        //CPF_Parm
	class APhysicsVolume* ReturnValue;                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ALevelInfo_execForceLoadTexture_Parms
{
	class UTexture* Texture;                                                  //CPF_Parm
};
struct ALevelInfo_execUpdateDistanceFogLOD_Parms
{
	FLOAT LOD;                                                                //CPF_Parm
};
struct ALevelInfo_execIsEntry_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ALevelInfo_execDetailChange_Parms
{
	BYTE NewDetailMode;                                                       //CPF_Parm
};

// *****************************************************************************
// ALevelInfo (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ALevelInfo : public AZoneInfo
{
public:
	FLOAT TimeDilation;                                                       //CPF_Net
	FLOAT TimeSeconds;                                                        //0
	INT Year;                                                                 //CPF_Transient
	INT Month;                                                                //CPF_Transient
	INT Day;                                                                  //CPF_Transient
	INT DayOfWeek;                                                            //CPF_Transient
	INT Hour;                                                                 //CPF_Transient
	INT Minute;                                                               //CPF_Transient
	INT Second;                                                               //CPF_Transient
	INT Millisecond;                                                          //CPF_Transient
	FLOAT PauseDelay;                                                         //0
	class FString Title;                                                      //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class FString Author;                                                     //CPF_Edit|CPF_NeedCtorLink
	class FString Description;                                                //CPF_Edit|CPF_NeedCtorLink
	class UMaterial* Screenshot;                                              //CPF_Edit
	class FString DecoTextName;                                               //CPF_Edit|CPF_NeedCtorLink
	INT IdealPlayerCountMin;                                                  //CPF_Edit
	INT IdealPlayerCountMax;                                                  //CPF_Edit
	class FString ExtraInfo;                                                  //CPF_Edit|CPF_NeedCtorLink
	INT SinglePlayerTeamSize;                                                 //CPF_Edit
	class UMaterial* RadarMapImage;                                           //CPF_Edit
	FLOAT CustomRadarRange;                                                   //CPF_Edit
	BYTE PhysicsDetailLevel;                                                  //CPF_Edit|CPF_Config
	BYTE MeshLODDetailLevel;                                                  //CPF_Edit|CPF_Config
	FLOAT KarmaTimeScale;                                                     //CPF_Edit|CPF_Net
	FLOAT RagdollTimeScale;                                                   //CPF_Edit|CPF_Net
	INT MaxRagdolls;                                                          //CPF_Edit
	FLOAT KarmaGravScale;                                                     //CPF_Edit|CPF_Net
	BITFIELD bKStaticFriction : 1;                                            //CPF_Edit
	BITFIELD bKNoInit : 1;                                                    //CPF_Edit
	INT LastTaunt[2];                                                         //0
	FLOAT DecalStayScale;                                                     //CPF_Config
	class FString LevelEnterText;                                             //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class FString LocalizedPkg;                                               //CPF_Edit|CPF_NeedCtorLink
	class APlayerReplicationInfo* Pauser;                                     //CPF_Net
	class ULevelSummary* Summary;                                             //0
	class FString VisibleGroups;                                              //CPF_NeedCtorLink
	BITFIELD HideFromMenus : 1;                                               //CPF_Edit
	BITFIELD bLonePlayer : 1;                                                 //CPF_Edit
	BITFIELD bBegunPlay : 1;                                                  //0
	BITFIELD bPlayersOnly : 1;                                                //0
	BITFIELD bFreezeKarma : 1;                                                //0
	BYTE DetailMode;                                                          //0
	BITFIELD bDropDetail : 1;                                                 //0
	BITFIELD bAggressiveLOD : 1;                                              //0
	BITFIELD bStartup : 1;                                                    //0
	BITFIELD bLowSoundDetail : 1;                                             //CPF_Config
	BITFIELD bPathsRebuilt : 1;                                               //0
	BITFIELD bHasPathNodes : 1;                                               //0
	BITFIELD bLevelChange : 1;                                                //0
	BITFIELD bShouldPreload : 1;                                              //CPF_Config|CPF_GlobalConfig
	BITFIELD bDesireSkinPreload : 1;                                          //CPF_Config|CPF_GlobalConfig
	BITFIELD bKickLiveIdlers : 1;                                             //CPF_Config|CPF_GlobalConfig
	BITFIELD bSkinsPreloaded : 1;                                             //0
	BITFIELD bClassicView : 1;                                                //0
	BITFIELD bShowRadarMap : 1;                                               //CPF_Edit
	BITFIELD bUseTerrainForRadarRange : 1;                                    //CPF_Edit
	BITFIELD bIsSaveGame : 1;                                                 //0
	BITFIELD bSupportSaveGames : 1;                                           //CPF_Edit
	BITFIELD bNeverPrecache : 1;                                              //CPF_Config
	INT LevelTextureLODBias;                                                  //CPF_Edit
	FLOAT AnimMeshGlobalLOD;                                                  //0
	class FVector CameraLocationDynamic;                                      //CPF_Edit
	class FVector CameraLocationTop;                                          //CPF_Edit
	class FVector CameraLocationFront;                                        //CPF_Edit
	class FVector CameraLocationSide;                                         //CPF_Edit
	class FRotator CameraRotationDynamic;                                     //CPF_Edit
	class FString Song;                                                       //CPF_Edit|CPF_NeedCtorLink
	FLOAT PlayerDoppler;                                                      //CPF_Edit
	FLOAT MusicVolumeOverride;                                                //CPF_Edit
	FLOAT Brightness;                                                         //CPF_Edit
	class UTexture* DefaultTexture;                                           //0
	class UTexture* WireframeTexture;                                         //0
	class UTexture* WhiteSquareTexture;                                       //0
	class UTexture* LargeVertex;                                              //0
	INT HubStackLevel;                                                        //0
	BYTE LevelAction;                                                         //CPF_Transient
	class AGameReplicationInfo* GRI;                                          //CPF_Transient
	BYTE NetMode;                                                             //0
	class FString ComputerName;                                               //CPF_NeedCtorLink
	class FString EngineVersion;                                              //CPF_NeedCtorLink
	class FString MinNetVersion;                                              //CPF_NeedCtorLink
	class FString DefaultGameType;                                            //CPF_Edit|CPF_NeedCtorLink
	class FString PreCacheGame;                                               //CPF_Edit|CPF_NeedCtorLink
	class AGameInfo* Game;                                                    //0
	FLOAT DefaultGravity;                                                     //CPF_Net
	FLOAT LastVehicleCheck;                                                   //0
	FLOAT StallZ;                                                             //CPF_Edit
	class ANavigationPoint* NavigationPointList;                              //0
	class AController* ControllerList;                                        //0
	class APlayerController* LocalPlayerController;                           //0
	BITFIELD bUseHeadlights : 1;                                              //CPF_Edit
	FLOAT HeadlightScaling;                                                   //CPF_Edit
	class FString NextURL;                                                    //CPF_NeedCtorLink
	BITFIELD bNextItems : 1;                                                  //0
	FLOAT NextSwitchCountdown;                                                //0
	class UObjectPool* ObjectPool;                                            //CPF_Transient
	TArray<class UMaterial*> PrecacheMaterials;                               //CPF_Transient|CPF_NeedCtorLink
	TArray<class UStaticMesh*> PrecacheStaticMeshes;                          //CPF_Transient|CPF_NeedCtorLink
	class UStaticMesh* IndoorCamouflageMesh;                                  //CPF_Edit
	FLOAT IndoorMeshDrawscale;                                                //CPF_Edit
	class UStaticMesh* OutdoorCamouflageMesh;                                 //CPF_Edit
	FLOAT OutdoorMeshDrawscale;                                               //CPF_Edit
	class FColor DustColor;                                                   //CPF_Edit
	class FColor WaterDustColor;                                              //CPF_Edit
	FLOAT MoveRepSize;                                                        //0
	FLOAT MaxClientFrameRate;                                                 //CPF_Config|CPF_GlobalConfig
	FLOAT MaxTimeMargin;                                                      //CPF_Config|CPF_GlobalConfig
	FLOAT TimeMarginSlack;                                                    //CPF_Config|CPF_GlobalConfig
	FLOAT MinTimeMargin;                                                      //CPF_Config|CPF_GlobalConfig
	class APlayerController* ReplicationViewer;                               //0
	class AActor* ReplicationViewTarget;                                      //0
	virtual ~ALevelInfo();
	virtual INT * GetOptimizedRepList(BYTE *, struct FPropertyRetirement *, INT *, class UPackageMap *, class UActorChannel *);
	virtual void PreNetReceive();
	virtual void PostNetReceive();
	virtual void SetZone(INT, INT);
	virtual void SetVolumes();
	virtual void SetVolumes(class TArray<class AVolume *> const &);
	virtual void CheckForErrors();
	ALevelInfo(class ALevelInfo const &);
	ALevelInfo();
	class APhysicsVolume * GetDefaultPhysicsVolume();
	class APlayerController * GetLocalPlayerController();
	class APhysicsVolume * GetPhysicsVolume(class FVector, class AActor *, INT);
	void InitDistanceFogLOD();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	void UpdateDistanceFogLOD(FLOAT);
	void eventFillPrecacheMaterialsArray(DWORD);
	void eventFillPrecacheStaticMeshesArray(DWORD);
	void eventServerTravel(class FString const &, DWORD);
	void execDetailChange(struct FFrame &, void * const);
	void execForceLoadTexture(struct FFrame &, void * const);
	void execGetAddressURL(struct FFrame &, void * const);
	void execGetLocalURL(struct FFrame &, void * const);
	void execGetPhysicsVolume(struct FFrame &, void * const);
	void execIsDemoBuild(struct FFrame &, void * const);
	void execIsEntry(struct FFrame &, void * const);
	void execIsPendingConnection(struct FFrame &, void * const);
	void execIsSoftwareRendering(struct FFrame &, void * const);
	void execUpdateDistanceFogLOD(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class ALevelInfo & operator=(class ALevelInfo const &);
private:
	static class UClass PrivateStaticClass();
};

// -----------------------------------------------------------------------------
// FSpeechReplacement ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FSpeechReplacement
{
public:
	TArray<class FString> MatchWords;                                     //CPF_NeedCtorLink
	class FString ReplaceWord;                                            //CPF_NeedCtorLink
	~FSpeechReplacement();
	FSpeechReplacement(struct FSpeechReplacement const &);
	FSpeechReplacement();
	struct FSpeechReplacement & operator=(struct FSpeechReplacement const &);
};

// *****************************************************************************
// UTextToSpeechAlias (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UTextToSpeechAlias : public UObject
{
public:
	TArray<struct FSpeechReplacement> Aliases;                                //CPF_Config|CPF_NeedCtorLink
	class FString RemoveCharacters;                                           //CPF_Config|CPF_NeedCtorLink
	virtual ~UTextToSpeechAlias();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UTextToSpeechAlias(class UTextToSpeechAlias const &);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class UTextToSpeechAlias & operator=(class UTextToSpeechAlias const &);
protected:
	UTextToSpeechAlias();
private:
	static class UClass PrivateStaticClass();
};

// -----------------------------------------------------------------------------
// FSoundEmitter ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FSoundEmitter
{
public:
	FLOAT EmitInterval;                                                   //CPF_Edit
	FLOAT EmitVariance;                                                   //CPF_Edit
	FLOAT EmitTime;                                                       //CPF_Transient
	class USound* EmitSound;                                              //CPF_Edit
	struct FSoundEmitter & operator=(struct FSoundEmitter const &);
};

// *****************************************************************************
// AAmbientSound (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AAmbientSound : public AKeypoint
{
public:
	TArray<struct FSoundEmitter> SoundEmitters;                               //CPF_Edit|CPF_NeedCtorLink
	FLOAT AmbientVolume;                                                      //CPF_Config|CPF_GlobalConfig
	virtual ~AAmbientSound();
	virtual INT Tick(FLOAT, enum ELevelTick);
	virtual void PostBeginPlay();
	AAmbientSound(class AAmbientSound const &);
	AAmbientSound();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class AAmbientSound & operator=(class AAmbientSound const &);
private:
	static class UClass PrivateStaticClass();
};
struct AVignette_eventDrawVignette_Parms
{
	class UCanvas* C;                                                         //CPF_Parm
	FLOAT Progress;                                                           //CPF_Parm
};
struct AVignette_eventInit_Parms
{
};

// *****************************************************************************
// AVignette (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AVignette : public AActor
{
public:
	class FString MapName;                                                    //CPF_Edit|CPF_NeedCtorLink
	class UClass* GameClass;                                                  //CPF_Edit
	virtual ~AVignette();
	AVignette(class AVignette const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	void eventDrawVignette(class UCanvas *, FLOAT);
	void eventInit();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class AVignette & operator=(class AVignette const &);
protected:
	AVignette();
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// ANote (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ANote : public AActor
{
public:
	class FString Text;                                                       //CPF_Edit|CPF_NeedCtorLink
	virtual ~ANote();
	virtual void CheckForErrors();
	ANote(class ANote const &);
	ANote();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class ANote & operator=(class ANote const &);
private:
	static class UClass PrivateStaticClass();
};

enum ESpreadStyle{
	 SS_None=0
	,SS_Random=1
	,SS_Line=2
	,SS_Ring=3
};
struct UWeaponFire_execTrace_Parms
{
	class FVector HitLocation;                                                //CPF_Parm|CPF_OutParm
	class FVector HitNormal;                                                  //CPF_Parm|CPF_OutParm
	class FVector TraceEnd;                                                   //CPF_Parm
	class FVector TraceStart;                                                 //CPF_Parm
	BITFIELD bTraceActors : 1;                                                //CPF_Parm
	class FVector Extent;                                                     //CPF_Parm
	class UMaterial* Material;                                                //CPF_Parm|CPF_OutParm
	class AActor* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UWeaponFire_execSpawn_Parms
{
	class UClass* SpawnClass;                                                 //CPF_Parm
	class AActor* SpawnOwner;                                                 //CPF_Parm
	FName SpawnTag;                                                           //CPF_Parm
	class FVector SpawnLocation;                                              //CPF_Parm
	class FRotator SpawnRotation;                                             //CPF_Parm
	class AActor* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UWeaponFire_execMaxRange_Parms
{
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UWeaponFire_execDisplayDebug_Parms
{
	class UCanvas* Canvas;                                                    //CPF_Parm
	FLOAT YL;                                                                 //CPF_Parm|CPF_OutParm
	FLOAT YPos;                                                               //CPF_Parm|CPF_OutParm
};
struct UWeaponFire_execGetFireStart_Parms
{
	class FVector X;                                                          //CPF_Parm
	class FVector Y;                                                          //CPF_Parm
	class FVector Z;                                                          //CPF_Parm
	class FVector ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UWeaponFire_execAdjustAim_Parms
{
	class FVector Start;                                                      //CPF_Parm
	FLOAT InAimError;                                                         //CPF_Parm
	class FRotator ReturnValue;                                               //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UWeaponFire_execPlayFireEnd_Parms
{
};
struct UWeaponFire_execPlayFiring_Parms
{
};
struct UWeaponFire_execPlayStartHold_Parms
{
};
struct UWeaponFire_execPlayPreFire_Parms
{
};
struct UWeaponFire_execServerPlayFiring_Parms
{
};
struct UWeaponFire_execAllowFire_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UWeaponFire_eventModeHoldFire_Parms
{
};
struct UWeaponFire_eventModeDoFire_Parms
{
};
struct UWeaponFire_eventModeTick_Parms
{
	FLOAT dt;                                                                 //CPF_Parm
};
struct UWeaponFire_execIsFiring_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UWeaponFire_execStartSuperBerserk_Parms
{
};
struct UWeaponFire_execStopBerserk_Parms
{
};
struct UWeaponFire_execStartBerserk_Parms
{
};
struct UWeaponFire_execStopFiring_Parms
{
};
struct UWeaponFire_execStartFiring_Parms
{
};
struct UWeaponFire_execUpdate_Parms
{
	FLOAT dt;                                                                 //CPF_Parm
};
struct UWeaponFire_execStopForceFeedback_Parms
{
	class FString EffectName;                                                 //CPF_Parm|CPF_NeedCtorLink
	class APlayerController* PC;                                              //0
};
struct UWeaponFire_execClientPlayForceFeedback_Parms
{
	class FString EffectName;                                                 //CPF_Parm|CPF_NeedCtorLink
	class APlayerController* PC;                                              //0
};
struct UWeaponFire_execShakeView_Parms
{
	class APlayerController* P;                                               //0
};
struct UWeaponFire_execStartMuzzleSmoke_Parms
{
};
struct UWeaponFire_execFlashMuzzleFlash_Parms
{
};
struct UWeaponFire_execDrawMuzzleFlash_Parms
{
	class UCanvas* Canvas;                                                    //CPF_Parm
};
struct UWeaponFire_execDoFireEffect_Parms
{
};
struct UWeaponFire_execInitEffects_Parms
{
};
struct UWeaponFire_execDestroyEffects_Parms
{
};
struct UWeaponFire_execPostBeginPlay_Parms
{
};
struct UWeaponFire_eventSetInitialState_Parms
{
};
struct UWeaponFire_execPostNetBeginPlay_Parms
{
};
struct UWeaponFire_execBeginPlay_Parms
{
};
struct UWeaponFire_execPreBeginPlay_Parms
{
};
struct UWeaponFire_eventTimer_Parms
{
};
struct UWeaponFire_execSetTimer_Parms
{
	FLOAT NewTimerRate;                                                       //CPF_Parm
	BITFIELD bLoop : 1;                                                       //CPF_Parm
};

// *****************************************************************************
// UWeaponFire (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UWeaponFire : public UObject
{
public:
	BITFIELD bSplashDamage : 1;                                               //CPF_Edit
	BITFIELD bSplashJump : 1;                                                 //CPF_Edit
	BITFIELD bRecommendSplashDamage : 1;                                      //CPF_Edit
	BITFIELD bTossed : 1;                                                     //CPF_Edit
	BITFIELD bLeadTarget : 1;                                                 //CPF_Edit
	BITFIELD bInstantHit : 1;                                                 //CPF_Edit
	BITFIELD bPawnRapidFireAnim : 1;                                          //CPF_Edit
	BITFIELD bReflective : 1;                                                 //CPF_Edit
	BITFIELD bTimerLoop : 1;                                                  //0
	BITFIELD bFireOnRelease : 1;                                              //CPF_Edit
	BITFIELD bWaitForRelease : 1;                                             //CPF_Edit
	BITFIELD bModeExclusive : 1;                                              //CPF_Edit
	BITFIELD bIsFiring : 1;                                                   //0
	BITFIELD bNowWaiting : 1;                                                 //0
	BITFIELD bServerDelayStopFire : 1;                                        //0
	BITFIELD bServerDelayStartFire : 1;                                       //0
	BITFIELD bInstantStop : 1;                                                //0
	BITFIELD bAttachSmokeEmitter : 1;                                         //CPF_Edit
	BITFIELD bAttachFlashEmitter : 1;                                         //CPF_Edit
	FLOAT TimerInterval;                                                      //0
	FLOAT NextTimerPop;                                                       //0
	class AWeapon* Weapon;                                                    //CPF_Edit
	class APawn* Instigator;                                                  //0
	class ALevelInfo* Level;                                                  //0
	class AActor* Owner;                                                      //0
	FLOAT NextFireTime;                                                       //0
	FLOAT PreFireTime;                                                        //CPF_Edit
	FLOAT MaxHoldTime;                                                        //CPF_Edit
	FLOAT HoldTime;                                                           //CPF_Edit
	INT ThisModeNum;                                                          //CPF_Edit
	FLOAT TransientSoundVolume;                                               //0
	FLOAT TransientSoundRadius;                                               //0
	FName PreFireAnim;                                                        //CPF_Edit
	FName FireAnim;                                                           //CPF_Edit
	FName FireLoopAnim;                                                       //CPF_Edit
	FName FireEndAnim;                                                        //CPF_Edit
	FName ReloadAnim;                                                         //CPF_Edit
	FLOAT PreFireAnimRate;                                                    //CPF_Edit
	FLOAT FireAnimRate;                                                       //CPF_Edit
	FLOAT FireLoopAnimRate;                                                   //CPF_Edit
	FLOAT FireEndAnimRate;                                                    //CPF_Edit
	FLOAT ReloadAnimRate;                                                     //CPF_Edit
	FLOAT TweenTime;                                                          //CPF_Edit
	class USound* FireSound;                                                  //CPF_Edit
	class USound* ReloadSound;                                                //CPF_Edit
	class USound* NoAmmoSound;                                                //CPF_Edit
	class FString FireForce;                                                  //CPF_Edit|CPF_NeedCtorLink
	class FString ReloadForce;                                                //CPF_Edit|CPF_NeedCtorLink
	class FString NoAmmoForce;                                                //CPF_Edit|CPF_NeedCtorLink
	FLOAT FireRate;                                                           //CPF_Edit
	FLOAT ServerStartFireTime;                                                //0
	class UClass* AmmoClass;                                                  //CPF_Edit
	INT AmmoPerFire;                                                          //CPF_Edit
	INT AmmoClipSize;                                                         //CPF_Edit
	FLOAT load;                                                               //CPF_Edit
	class FVector ShakeRotMag;                                                //CPF_Edit
	class FVector ShakeRotRate;                                               //CPF_Edit
	FLOAT ShakeRotTime;                                                       //CPF_Edit
	class FVector ShakeOffsetMag;                                             //CPF_Edit
	class FVector ShakeOffsetRate;                                            //CPF_Edit
	FLOAT ShakeOffsetTime;                                                    //CPF_Edit
	class UClass* ProjectileClass;                                            //CPF_Edit
	FLOAT BotRefireRate;                                                      //CPF_Edit
	FLOAT WarnTargetPct;                                                      //CPF_Edit
	class UClass* FlashEmitterClass;                                          //CPF_Edit
	class AxEmitter* FlashEmitter;                                            //CPF_Edit
	class UClass* SmokeEmitterClass;                                          //CPF_Edit
	class AxEmitter* SmokeEmitter;                                            //CPF_Edit
	FLOAT aimerror;                                                           //CPF_Edit
	FLOAT Spread;                                                             //CPF_Edit
	BYTE SpreadStyle;                                                         //CPF_Edit
	INT FireCount;                                                            //0
	FLOAT DamageAtten;                                                        //CPF_Edit
	struct FFireProperties SavedFireProperties;                               //0
	virtual ~UWeaponFire();
	static void CDECL InternalConstructor(void *);
	void ModeTick(FLOAT);
	static class UClass * CDECL StaticClass();
	UWeaponFire(class UWeaponFire const &);
	UWeaponFire();
	void eventModeDoFire();
	void eventModeHoldFire();
	void eventModeTick(FLOAT);
	void eventSetInitialState();
	void eventTimer();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class UWeaponFire & operator=(class UWeaponFire const &);
private:
	static class UClass PrivateStaticClass();
};

enum EWeaponClientState{
	 WS_None=0
	,WS_Hidden=1
	,WS_BringUp=2
	,WS_PutDown=3
	,WS_ReadyToFire=4
};

// -----------------------------------------------------------------------------
// Hidden ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT Hidden
{
};

// -----------------------------------------------------------------------------
// PendingClientWeaponSet ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT PendingClientWeaponSet
{
};

#define UCONST_NUM_FIRE_MODES 2

struct AWeapon_execGetFireMode_Parms
{
	BYTE Mode;                                                                //CPF_Parm
	class UWeaponFire* ReturnValue;                                           //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execPawnUnpossessed_Parms
{
};
struct AWeapon_execShootHoop_Parms
{
	class AController* B;                                                     //CPF_Parm
	class FVector ShootLoc;                                                   //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execShouldFireWithoutTarget_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execCanHeal_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execWantsZoomFade_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execHandlePickupQuery_Parms
{
	class APickup* Item;                                                      //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class AWeaponPickup* wpu;                                                 //0
	INT i;                                                                    //0
};
struct AWeapon_execDoReflectEffect_Parms
{
	INT Drain;                                                                //CPF_Parm
};
struct AWeapon_execCheckReflect_Parms
{
	class FVector HitLocation;                                                //CPF_Parm
	class FVector RefNormal;                                                  //CPF_Parm|CPF_OutParm
	INT AmmoDrain;                                                            //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execPlayIdle_Parms
{
};
struct AWeapon_execTimer_Parms
{
	INT Mode;                                                                 //0
	FLOAT OldDownDelay;                                                       //0
};
struct AWeapon_execImmediateStopFire_Parms
{
	INT i;                                                                    //0
};
struct AWeapon_execAnimEnd_Parms
{
	INT Channel;                                                              //CPF_Parm
	FName Anim;                                                               //0
	FLOAT frame;                                                              //0
	FLOAT Rate;                                                               //0
};
struct AWeapon_execStopBerserk_Parms
{
};
struct AWeapon_execStartBerserk_Parms
{
};
struct AWeapon_execCheckSuperBerserk_Parms
{
};
struct AWeapon_execAdjustPlayerDamage_Parms
{
	INT Damage;                                                               //CPF_Parm|CPF_OutParm
	class APawn* instigatedBy;                                                //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
	class FVector Momentum;                                                   //CPF_Parm|CPF_OutParm
	class UClass* DamageType;                                                 //CPF_Parm
};
struct AWeapon_execIsRapidFire_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execIsFiring_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_eventStopFire_Parms
{
	INT Mode;                                                                 //CPF_Parm
};
struct AWeapon_execStartFire_Parms
{
	INT Mode;                                                                 //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT alt;                                                                  //0
};
struct AWeapon_execReadyToFire_Parms
{
	INT Mode;                                                                 //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT alt;                                                                  //0
};
struct AWeapon_execServerStopFire_Parms
{
	BYTE Mode;                                                                //CPF_Parm
};
struct AWeapon_execSynchronizeWeapon_Parms
{
	class AWeapon* ClientWeapon;                                              //CPF_Parm
};
struct AWeapon_execClientForceAmmoUpdate_Parms
{
	INT Mode;                                                                 //CPF_Parm
	INT NewAmount;                                                            //CPF_Parm
};
struct AWeapon_eventServerStartFire_Parms
{
	BYTE Mode;                                                                //CPF_Parm
};
struct AWeapon_execClientWriteFire_Parms
{
	class FString Result;                                                     //CPF_Parm|CPF_NeedCtorLink
};
struct AWeapon_eventClientStopFire_Parms
{
	INT Mode;                                                                 //CPF_Parm
};
struct AWeapon_eventClientStartFire_Parms
{
	INT Mode;                                                                 //CPF_Parm
};
struct AWeapon_execDoAutoSwitch_Parms
{
};
struct AWeapon_execOutOfAmmo_Parms
{
};
struct AWeapon_eventWeaponTick_Parms
{
	FLOAT dt;                                                                 //CPF_Parm
};
struct AWeapon_execAltFire_Parms
{
	FLOAT F;                                                                  //CPF_Parm
};
struct AWeapon_execFire_Parms
{
	FLOAT F;                                                                  //CPF_Parm
};
struct AWeapon_execPutDown_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT Mode;                                                                 //0
};
struct AWeapon_execBringUp_Parms
{
	class AWeapon* PrevWeapon;                                                //CPF_Parm
	INT Mode;                                                                 //0
};
struct AWeapon_execStopForceFeedback_Parms
{
	class FString EffectName;                                                 //CPF_Parm|CPF_NeedCtorLink
	class APlayerController* PC;                                              //0
};
struct AWeapon_execClientPlayForceFeedback_Parms
{
	class FString EffectName;                                                 //CPF_Parm|CPF_NeedCtorLink
	class APlayerController* PC;                                              //0
};
struct AWeapon_execClientWeaponSet_Parms
{
	BITFIELD bPossiblySwitch : 1;                                             //CPF_Parm
	INT Mode;                                                                 //0
};
struct AWeapon_execGiveAmmo_Parms
{
	INT M;                                                                    //CPF_Parm
	class AWeaponPickup* WP;                                                  //CPF_Parm
	BITFIELD bJustSpawned : 1;                                                //CPF_Parm
	BITFIELD bJustSpawnedAmmo : 1;                                            //0
	INT addAmount;                                                            //0
	INT InitialAmount;                                                        //0
};
struct AWeapon_execGiveTo_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	class APickup* Pickup;                                                    //CPF_Parm
	INT M;                                                                    //0
	class AWeapon* W;                                                         //0
	BITFIELD bPossiblySwitch : 1;                                             //0
	BITFIELD bJustSpawned : 1;                                                //0
};
struct AWeapon_execClientWeaponThrown_Parms
{
	INT M;                                                                    //0
};
struct AWeapon_execDetachFromPawn_Parms
{
	class APawn* P;                                                           //CPF_Parm
};
struct AWeapon_execDropFrom_Parms
{
	class FVector StartLocation;                                              //CPF_Parm
	INT M;                                                                    //0
	class APickup* Pickup;                                                    //0
};
struct AWeapon_execCanThrow_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT Mode;                                                                 //0
};
struct AWeapon_execHolderDied_Parms
{
	INT M;                                                                    //0
};
struct AWeapon_execNextWeapon_Parms
{
	class AWeapon* CurrentChoice;                                             //CPF_Parm
	class AWeapon* CurrentWeapon;                                             //CPF_Parm
	class AWeapon* ReturnValue;                                               //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execPrevWeapon_Parms
{
	class AWeapon* CurrentChoice;                                             //CPF_Parm
	class AWeapon* CurrentWeapon;                                             //CPF_Parm
	class AWeapon* ReturnValue;                                               //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execWeaponChange_Parms
{
	BYTE F;                                                                   //CPF_Parm
	BITFIELD bSilent : 1;                                                     //CPF_Parm
	class AWeapon* ReturnValue;                                               //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class AWeapon* newWeapon;                                                 //0
};
struct AWeapon_execZeroFlashCount_Parms
{
	INT Mode;                                                                 //CPF_Parm
};
struct AWeapon_execIncrementFlashCount_Parms
{
	INT Mode;                                                                 //CPF_Parm
};
struct AWeapon_execGetEffectStart_Parms
{
	class FVector ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class FVector X;                                                          //0
	class FVector Y;                                                          //0
	class FVector Z;                                                          //0
};
struct AWeapon_execCenteredEffectStart_Parms
{
	class FVector ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execGetViewAxes_Parms
{
	class FVector XAxis;                                                      //CPF_Parm|CPF_OutParm
	class FVector YAxis;                                                      //CPF_Parm|CPF_OutParm
	class FVector ZAxis;                                                      //CPF_Parm|CPF_OutParm
};
struct AWeapon_execSetHand_Parms
{
	FLOAT InHand;                                                             //CPF_Parm
};
struct AWeapon_execPreDrawFPWeapon_Parms
{
};
struct AWeapon_eventRenderOverlays_Parms
{
	class UCanvas* Canvas;                                                    //CPF_Parm
	INT M;                                                                    //0
	class FVector NewScale3D;                                                 //0
	class FRotator CenteredRotation;                                          //0
	FName AnimSeq;                                                            //0
	FLOAT frame;                                                              //0
	FLOAT Rate;                                                               //0
};
struct AWeapon_execWeaponCentered_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execReselect_Parms
{
};
struct AWeapon_execDestroyed_Parms
{
	INT M;                                                                    //0
};
struct AWeapon_execSetGRI_Parms
{
	class AGameReplicationInfo* G;                                            //CPF_Parm
};
struct AWeapon_execPostBeginPlay_Parms
{
	INT M;                                                                    //0
};
struct AWeapon_execCanAttack_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	FLOAT dist;                                                               //0
	FLOAT CheckDist;                                                          //0
	class FVector HitLocation;                                                //0
	class FVector HitNormal;                                                  //0
	class FVector X;                                                          //0
	class FVector Y;                                                          //0
	class FVector Z;                                                          //0
	class FVector projStart;                                                  //0
	class AActor* HitActor;                                                   //0
	INT M;                                                                    //0
	BITFIELD bInstantHit : 1;                                                 //0
};
struct AWeapon_execInitWeaponFires_Parms
{
};
struct AWeapon_execSplashJump_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execSuggestDefenseStyle_Parms
{
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execSuggestAttackStyle_Parms
{
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execGetAIRating_Parms
{
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execRateSelf_Parms
{
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execGetFireStart_Parms
{
	class FVector X;                                                          //CPF_Parm
	class FVector Y;                                                          //CPF_Parm
	class FVector Z;                                                          //CPF_Parm
	class FVector ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execBotFire_Parms
{
	BITFIELD bFinished : 1;                                                   //CPF_Parm
	FName FiringMode;                                                         //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT newmode;                                                              //0
	class AController* C;                                                     //0
};
struct AWeapon_execBestMode_Parms
{
	BYTE ReturnValue;                                                         //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execSetAITarget_Parms
{
	class AActor* t;                                                          //CPF_Parm
};
struct AWeapon_execRecommendWeapon_Parms
{
	FLOAT rating;                                                             //CPF_Parm|CPF_OutParm
	class AWeapon* ReturnValue;                                               //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class AWeapon* Recommended;                                               //0
	FLOAT oldRating;                                                          //0
};
struct AWeapon_execDisplayDebug_Parms
{
	class UCanvas* Canvas;                                                    //CPF_Parm
	FLOAT YL;                                                                 //CPF_Parm|CPF_OutParm
	FLOAT YPos;                                                               //CPF_Parm|CPF_OutParm
	INT i;                                                                    //0
	class FString t;                                                          //CPF_NeedCtorLink
	FName Anim;                                                               //0
	FLOAT frame;                                                              //0
	FLOAT Rate;                                                               //0
};
struct AWeapon_execLoaded_Parms
{
};
struct AWeapon_execFireOnRelease_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execRefireRate_Parms
{
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execGetDamageRadius_Parms
{
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execRecommendSplashDamage_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execSplashDamage_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execFireHack_Parms
{
	BYTE Mode;                                                                //CPF_Parm
};
struct AWeapon_execFocusOnLeader_Parms
{
	BITFIELD bLeaderFiring : 1;                                               //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execRecommendLongRangedAttack_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execRecommendRangedAttack_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execRangedAttackTime_Parms
{
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execHackPlayFireSound_Parms
{
};
struct AWeapon_execGetDamageType_Parms
{
	class UClass ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execClientWriteStats_Parms
{
	BYTE Mode;                                                                //CPF_Parm
	BITFIELD bMatch : 1;                                                      //CPF_Parm
	BITFIELD bAllowFire : 1;                                                  //CPF_Parm
	BITFIELD bDelay : 1;                                                      //CPF_Parm
	BITFIELD bAlt : 1;                                                        //CPF_Parm
	FLOAT Wait;                                                               //CPF_Parm
};
struct AWeapon_execStartDebugging_Parms
{
};
struct AWeapon_execNewDrawWeaponInfo_Parms
{
	class UCanvas* C;                                                         //CPF_Parm
	FLOAT YPos;                                                               //CPF_Parm
};
struct AWeapon_execDrawWeaponInfo_Parms
{
	class UCanvas* C;                                                         //CPF_Parm
};
struct AWeapon_execPostNetReceive_Parms
{
};
struct AWeapon_execCheckOutOfAmmo_Parms
{
};
struct AWeapon_execDesireAmmo_Parms
{
	class UClass* NewAmmoClass;                                               //CPF_Parm
	BITFIELD bDetour : 1;                                                     //CPF_Parm
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
	FLOAT curr;                                                               //0
	FLOAT Max;                                                                //0
};
struct AWeapon_execNeedAmmo_Parms
{
	INT Mode;                                                                 //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execHasAmmo_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execAddAmmo_Parms
{
	INT AmmoToAdd;                                                            //CPF_Parm
	INT Mode;                                                                 //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execConsumeAmmo_Parms
{
	INT Mode;                                                                 //CPF_Parm
	FLOAT load;                                                               //CPF_Parm
	BITFIELD bAmountNeededIsMax : 1;                                          //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT AmountNeeded;                                                         //0
};
struct AWeapon_execAmmoStatus_Parms
{
	INT Mode;                                                                 //CPF_Parm
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execGetAmmoCount_Parms
{
	FLOAT MaxAmmoPrimary;                                                     //CPF_Parm|CPF_OutParm
	FLOAT CurAmmoPrimary;                                                     //CPF_Parm|CPF_OutParm
};
struct AWeapon_execAmmoMaxed_Parms
{
	INT Mode;                                                                 //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execAmmoPickupClass_Parms
{
	INT Mode;                                                                 //CPF_Parm
	class UClass ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execAmmoAmount_Parms
{
	INT Mode;                                                                 //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execFillToInitialAmmo_Parms
{
};
struct AWeapon_execMaxAmmo_Parms
{
	INT Mode;                                                                 //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execSuperMaxOutAmmo_Parms
{
};
struct AWeapon_execMaxOutAmmo_Parms
{
};
struct AWeapon_execGetAmmoClass_Parms
{
	INT Mode;                                                                 //CPF_Parm
	class UClass ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeapon_execChargeBar_Parms
{
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};

// *****************************************************************************
// AWeapon (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AWeapon : public AInventory
{
public:
	class UClass* FireModeClass[2];                                           //CPF_Edit
	class UWeaponFire* FireMode[2];                                           //CPF_Edit
	class AAmmunition* Ammo[2];                                               //CPF_Edit|CPF_Net
	FName IdleAnim;                                                           //CPF_Edit
	FName RestAnim;                                                           //CPF_Edit
	FName AimAnim;                                                            //CPF_Edit
	FName RunAnim;                                                            //CPF_Edit
	FName SelectAnim;                                                         //CPF_Edit
	FName PutDownAnim;                                                        //CPF_Edit
	FLOAT IdleAnimRate;                                                       //CPF_Edit
	FLOAT RestAnimRate;                                                       //CPF_Edit
	FLOAT AimAnimRate;                                                        //CPF_Edit
	FLOAT RunAnimRate;                                                        //CPF_Edit
	FLOAT SelectAnimRate;                                                     //CPF_Edit
	FLOAT PutDownAnimRate;                                                    //CPF_Edit
	FLOAT PutDownTime;                                                        //0
	FLOAT BringUpTime;                                                        //0
	class USound* SelectSound;                                                //CPF_Edit
	class FString SelectForce;                                                //CPF_Edit|CPF_NeedCtorLink
	INT BotMode;                                                              //CPF_Edit
	FLOAT AIRating;                                                           //CPF_Edit
	FLOAT CurrentRating;                                                      //0
	BITFIELD bMeleeWeapon : 1;                                                //CPF_Edit
	BITFIELD bSniping : 1;                                                    //CPF_Edit
	BITFIELD bShowChargingBar : 1;                                            //0
	BITFIELD bMatchWeapons : 1;                                               //0
	BITFIELD bCanThrow : 1;                                                   //CPF_Edit
	BITFIELD bForceSwitch : 1;                                                //CPF_Edit
	BITFIELD bNotInPriorityList : 1;                                          //CPF_Edit|CPF_0x20000000
	BITFIELD bNotInDemo : 1;                                                  //0
	BITFIELD bNoVoluntarySwitch : 1;                                          //0
	BITFIELD bSpectated : 1;                                                  //0
	BITFIELD bDebugging : 1;                                                  //0
	BITFIELD bNoInstagibReplace : 1;                                          //0
	BITFIELD bInitOldMesh : 1;                                                //0
	BITFIELD bUseOldWeaponMesh : 1;                                           //CPF_Config
	BITFIELD bEndOfRound : 1;                                                 //0
	BITFIELD bNoAmmoInstances : 1;                                            //0
	INT AmmoCharge[2];                                                        //CPF_Net
	class UClass* AmmoClass[2];                                               //0
	class UMesh* OldMesh;                                                     //0
	class FString OldPickup;                                                  //CPF_NeedCtorLink
	FLOAT OldDrawScale;                                                       //CPF_Edit
	FLOAT OldCenteredOffsetY;                                                 //CPF_Edit
	class FVector OldPlayerViewOffset;                                        //CPF_Edit
	class FVector OldSmallViewOffset;                                         //CPF_Edit
	class FRotator OldPlayerViewPivot;                                        //CPF_Edit
	INT OldCenteredRoll;                                                      //CPF_Edit
	INT OldCenteredYaw;                                                       //CPF_Edit
	class FString Description;                                                //CPF_Edit|CPF_Localized|CPF_NeedCtorLink|CPF_0x01000000
	class UClass* DemoReplacement;                                            //0
	BITFIELD bPendingSwitch : 1;                                              //CPF_Transient
	class FVector EffectOffset;                                               //CPF_Edit
	class FString MessageNoAmmo;                                              //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	FLOAT DisplayFOV;                                                         //CPF_Edit
	BYTE ClientState;                                                         //CPF_Edit
	BYTE ExchangeFireModes;                                                   //CPF_Edit|CPF_Config
	BYTE Priority;                                                            //CPF_Edit|CPF_Config
	BYTE DefaultPriority;                                                     //CPF_Edit|CPF_0x20000000
	FLOAT hand;                                                               //0
	FLOAT RenderedHand;                                                       //0
	class FColor HudColor;                                                    //0
	class AWeapon* OldWeapon;                                                 //0
	class FVector SmallViewOffset;                                            //CPF_Edit
	class FVector SmallEffectOffset;                                          //CPF_Edit
	FLOAT CenteredOffsetY;                                                    //CPF_Edit
	INT CenteredRoll;                                                         //CPF_Edit
	INT CenteredYaw;                                                          //CPF_Edit
	INT CustomCrosshair;                                                      //CPF_Config
	class FColor CustomCrossHairColor;                                        //CPF_Config
	FLOAT CustomCrossHairScale;                                               //CPF_Config
	class FString CustomCrossHairTextureName;                                 //CPF_Config|CPF_NeedCtorLink
	class UTexture* CustomCrossHairTexture;                                   //0
	FLOAT DownDelay;                                                          //0
	FLOAT MinReloadPct;                                                       //0
	virtual ~AWeapon();
	virtual INT * GetOptimizedRepList(BYTE *, struct FPropertyRetirement *, INT *, class UPackageMap *, class UActorChannel *);
	virtual void DoCleanup();
	virtual void CleanupSubObjects();
	virtual void TickAuthoritative(FLOAT);
	virtual class AActor * GetProjectorBase();
	AWeapon(class AWeapon const &);
	AWeapon();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	void eventClientStartFire(INT);
	void eventClientStopFire(INT);
	void eventServerStartFire(BYTE);
	void eventStopFire(INT);
	void eventWeaponTick(FLOAT);
	void execInitWeaponFires(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class AWeapon & operator=(class AWeapon const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// APolyMarker (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT APolyMarker : public AKeypoint
{
public:
	virtual ~APolyMarker();
	APolyMarker(class APolyMarker const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class APolyMarker & operator=(class APolyMarker const &);
protected:
	APolyMarker();
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// AClipMarker (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AClipMarker : public AKeypoint
{
public:
	virtual ~AClipMarker();
	AClipMarker(class AClipMarker const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class AClipMarker & operator=(class AClipMarker const &);
protected:
	AClipMarker();
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// ALight (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ALight : public AActor
{
public:
	FLOAT MinCoronaSize;                                                      //CPF_Edit
	FLOAT MaxCoronaSize;                                                      //CPF_Edit
	FLOAT CoronaRotation;                                                     //CPF_Edit
	FLOAT CoronaRotationOffset;                                               //CPF_Edit
	BITFIELD UseOwnFinalBlend : 1;                                            //CPF_Edit
	virtual ~ALight();
	ALight(class ALight const &);
	ALight();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class ALight & operator=(class ALight const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UExportCacheCommandlet (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UExportCacheCommandlet : public UCommandlet
{
};

// *****************************************************************************
// UNullRenderDevice (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UNullRenderDevice : public URenderDevice
{
public:
	virtual INT Exec(TCHAR const *, class FOutputDevice &);
	virtual ~UNullRenderDevice();
	virtual INT Init();
	virtual INT SetRes(class UViewport *, INT, INT, INT, INT, INT);
	virtual void Exit(class UViewport *);
	virtual void Flush(class UViewport *);
	virtual void FlushResource(QWORD);
	virtual void UpdateGamma(class UViewport *);
	virtual void RestoreGamma();
	virtual class FRenderInterface * Lock(class UViewport *, BYTE *, INT *);
	virtual void Unlock(class FRenderInterface *);
	virtual void Present(class UViewport *);
	virtual void ReadPixels(class UViewport *, class FColor *, INT);
	virtual void SetEmulationMode(enum EHardwareEmulationMode);
	virtual struct FRenderCaps * GetRenderCaps();
	virtual INT SupportsTextureFormat(enum ETextureFormat);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	void StaticConstructor();
	UNullRenderDevice(class UNullRenderDevice const &);
	UNullRenderDevice();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UNullRenderDevice & operator=(class UNullRenderDevice const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// AKRepulsor (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AKRepulsor : public AActor
{
public:
	BITFIELD bEnableRepulsion : 1;                                            //CPF_Edit
	BITFIELD bRepulseWater : 1;                                               //CPF_Edit
	BITFIELD bRepulsorInContact : 1;                                          //0
	BITFIELD bRepulsorOnWater : 1;                                            //0
	class FVector CheckDir;                                                   //CPF_Edit
	FLOAT CheckDist;                                                          //CPF_Edit
	FLOAT Softness;                                                           //CPF_Edit
	FLOAT PenScale;                                                           //CPF_Edit
	FLOAT PenOffset;                                                          //CPF_Edit
	void * KContact;                                                          //CPF_Transient
	virtual ~AKRepulsor();
	virtual void Destroy();
	AKRepulsor(class AKRepulsor const &);
	AKRepulsor();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class AKRepulsor & operator=(class AKRepulsor const &);
private:
	static class UClass PrivateStaticClass();
};

#define UCONST_FilterFrames 5

struct AKVehicle_eventTick_Parms
{
	FLOAT DeltaSeconds;                                                       //CPF_Parm
};
struct AKVehicle_execDestroyed_Parms
{
};
struct AKVehicle_execSpecialCalcView_Parms
{
	class AActor* ViewActor;                                                  //CPF_Parm|CPF_OutParm
	class FVector CameraLocation;                                             //CPF_Parm|CPF_OutParm
	class FRotator CameraRotation;                                            //CPF_Parm|CPF_OutParm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class FVector CamLookAt;                                                  //0
	class FVector HitLocation;                                                //0
	class FVector HitNormal;                                                  //0
	class APlayerController* PC;                                              //0
	INT i;                                                                    //0
	INT averageOver;                                                          //0
};
struct AKVehicle_execKDriverLeave_Parms
{
	BITFIELD bForceLeave : 1;                                                 //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class APlayerController* PC;                                              //0
	INT i;                                                                    //0
	BITFIELD havePlaced : 1;                                                  //0
	class FVector HitLocation;                                                //0
	class FVector HitNormal;                                                  //0
	class FVector tryPlace;                                                   //0
};
struct AKVehicle_execClientKDriverLeave_Parms
{
	class APlayerController* PC;                                              //CPF_Parm
};
struct AKVehicle_execKDriverEnter_Parms
{
	class APawn* P;                                                           //CPF_Parm
	class APlayerController* PC;                                              //0
	class AController* C;                                                     //0
};
struct AKVehicle_execClientKDriverEnter_Parms
{
	class APlayerController* PC;                                              //CPF_Parm
};
struct AKVehicle_execTryToDrive_Parms
{
	class APawn* P;                                                           //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AKVehicle_eventKVehicleUpdateParams_Parms
{
};
struct AKVehicle_eventVehicleStateReceived_Parms
{
};
struct AKVehicle_execTakeDamage_Parms
{
	INT Damage;                                                               //CPF_Parm
	class APawn* instigatedBy;                                                //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
	class FVector Momentum;                                                   //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
};
struct AKVehicle_execGraphData_Parms
{
	class FString DataName;                                                   //CPF_Parm|CPF_NeedCtorLink
	FLOAT DataValue;                                                          //CPF_Parm
};

// *****************************************************************************
// AKVehicle (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AKVehicle : public AVehicle
{
public:
	class UClass* DestroyEffectClass;                                         //CPF_Edit
	BITFIELD bAutoDrive : 1;                                                  //CPF_Edit
	BITFIELD bVehicleIsFiring : 1;                                            //0
	BITFIELD bVehicleIsAltFiring : 1;                                         //0
	class FVector CameraHistory[5];                                           //0
	INT NextHistorySlot;                                                      //0
	BITFIELD bHistoryWarmup : 1;                                              //0
	virtual ~AKVehicle();
	virtual void PostEditChange();
	virtual void PostNetReceive();
	virtual void TickAuthoritative(FLOAT);
	virtual void TickSimulated(FLOAT);
	virtual void setPhysics(BYTE, class AActor *, class FVector);
	AKVehicle(class AKVehicle const &);
	AKVehicle();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	void eventKVehicleUpdateParams();
	void eventVehicleStateReceived();
	void execGraphData(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class AKVehicle & operator=(class AKVehicle const &);
private:
	static class UClass PrivateStaticClass();
};
struct AKTire_execTakeDamage_Parms
{
	INT Damage;                                                               //CPF_Parm
	class APawn* instigatedBy;                                                //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
	class FVector Momentum;                                                   //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
};
struct AKTire_eventKUpdateState_Parms
{
	struct FKRigidBodyState NewState;                                         //CPF_Parm|CPF_OutParm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};

// *****************************************************************************
// AKTire (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AKTire : public AKActor
{
public:
	class AKCarWheelJoint* WheelJoint;                                        //0
	FLOAT RollFriction;                                                       //0
	FLOAT LateralFriction;                                                    //0
	FLOAT RollSlip;                                                           //0
	FLOAT LateralSlip;                                                        //0
	FLOAT MinSlip;                                                            //0
	FLOAT SlipRate;                                                           //0
	FLOAT Softness;                                                           //0
	FLOAT Adhesion;                                                           //0
	FLOAT Restitution;                                                        //0
	BITFIELD bTireOnGround : 1;                                               //0
	FLOAT GroundSlipVel;                                                      //0
	class FVector GroundSlipVec;                                              //0
	FLOAT SpinSpeed;                                                          //0
	class UMaterial* GroundMaterial;                                          //0
	BYTE GroundSurfaceType;                                                   //0
	struct FKRigidBodyState ReceiveState;                                     //0
	BITFIELD bReceiveStateNew : 1;                                            //0
	virtual ~AKTire();
	virtual void preContactUpdate();
	AKTire(class AKTire const &);
	AKTire();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class AKTire & operator=(class AKTire const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UKarmaParamsSkel (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UKarmaParamsSkel : public UKarmaParams
{
public:
	class FString KSkeleton;                                                  //CPF_Edit|CPF_NeedCtorLink
	BITFIELD bKDoConvulsions : 1;                                             //CPF_Edit
	BITFIELD bRubbery : 1;                                                    //CPF_Edit
	class FRange KConvulseSpacing;                                            //CPF_Edit
	class FVector KShotStart;                                                 //CPF_Transient
	class FVector KShotEnd;                                                   //CPF_Transient
	FLOAT KShotStrength;                                                      //CPF_Transient
	BITFIELD bKImportantRagdoll : 1;                                          //CPF_Transient
	virtual ~UKarmaParamsSkel();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UKarmaParamsSkel(class UKarmaParamsSkel const &);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class UKarmaParamsSkel & operator=(class UKarmaParamsSkel const &);
protected:
	UKarmaParamsSkel();
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UKarmaParamsRBFull (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UKarmaParamsRBFull : public UKarmaParams
{
public:
	FLOAT KInertiaTensor[6];                                                  //CPF_Edit
	class FVector KCOMOffset;                                                 //CPF_Edit
	virtual ~UKarmaParamsRBFull();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UKarmaParamsRBFull(class UKarmaParamsRBFull const &);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class UKarmaParamsRBFull & operator=(class UKarmaParamsRBFull const &);
protected:
	UKarmaParamsRBFull();
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// UKMeshProps (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UKMeshProps : public UObject
{
public:
	virtual ~UKMeshProps();
	virtual void Serialize(class FArchive &);
	void Draw(class FRenderInterface *, INT);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	UKMeshProps(class UKMeshProps const &);
	UKMeshProps();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class UKMeshProps & operator=(class UKMeshProps const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// AKCarWheelJoint (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AKCarWheelJoint : public AKConstraint
{
public:
	FLOAT KSteerAngle;                                                        //CPF_Edit
	FLOAT KProportionalGap;                                                   //CPF_Edit
	FLOAT KMaxSteerTorque;                                                    //CPF_Edit
	FLOAT KMaxSteerSpeed;                                                     //CPF_Edit
	BITFIELD bKSteeringLocked : 1;                                            //CPF_Edit
	FLOAT KMotorTorque;                                                       //CPF_Edit
	FLOAT KMaxSpeed;                                                          //CPF_Edit
	FLOAT KBraking;                                                           //CPF_Edit
	FLOAT KSuspLowLimit;                                                      //CPF_Edit
	FLOAT KSuspHighLimit;                                                     //CPF_Edit
	FLOAT KSuspStiffness;                                                     //CPF_Edit
	FLOAT KSuspDamping;                                                       //CPF_Edit
	FLOAT KSuspRef;                                                           //CPF_Edit
	FLOAT KWheelHeight;                                                       //0
	virtual ~AKCarWheelJoint();
	virtual void preKarmaStep(FLOAT);
	virtual void KUpdateConstraintParams();
	AKCarWheelJoint(class AKCarWheelJoint const &);
	AKCarWheelJoint();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class AKCarWheelJoint & operator=(class AKCarWheelJoint const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// AKConeLimit (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AKConeLimit : public AKConstraint
{
public:
	FLOAT KHalfAngle;                                                         //CPF_Edit
	FLOAT KStiffness;                                                         //CPF_Edit
	FLOAT KDamping;                                                           //CPF_Edit
	virtual ~AKConeLimit();
	virtual void KUpdateConstraintParams();
	AKConeLimit(class AKConeLimit const &);
	AKConeLimit();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class AKConeLimit & operator=(class AKConeLimit const &);
private:
	static class UClass PrivateStaticClass();
};

enum EHingeType{
	 HT_Normal=0
	,HT_Springy=1
	,HT_Motor=2
	,HT_Controlled=3
};

// -----------------------------------------------------------------------------
// ControlDesired ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT ControlDesired
{
};

// -----------------------------------------------------------------------------
// ToggleDesired ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT ToggleDesired
{
};

// -----------------------------------------------------------------------------
// ControlMotor ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT ControlMotor
{
};

// -----------------------------------------------------------------------------
// ToggleMotor ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT ToggleMotor
{
};

// -----------------------------------------------------------------------------
// Default ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT Default
{
};

// *****************************************************************************
// AKHinge (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AKHinge : public AKConstraint
{
public:
	BYTE KHingeType;                                                          //CPF_Edit
	FLOAT KStiffness;                                                         //CPF_Edit
	FLOAT KDamping;                                                           //CPF_Edit
	FLOAT KDesiredAngVel;                                                     //CPF_Edit
	FLOAT KMaxTorque;                                                         //CPF_Edit
	FLOAT KDesiredAngle;                                                      //CPF_Edit
	FLOAT KProportionalGap;                                                   //CPF_Edit
	FLOAT KAltDesiredAngle;                                                   //CPF_Edit
	BITFIELD KUseAltDesired : 1;                                              //0
	FLOAT KCurrentAngle;                                                      //0
	virtual ~AKHinge();
	virtual void preKarmaStep(FLOAT);
	virtual void KUpdateConstraintParams();
	AKHinge(class AKHinge const &);
	AKHinge();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class AKHinge & operator=(class AKHinge const &);
private:
	static class UClass PrivateStaticClass();
};

// *****************************************************************************
// AKBSJoint (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AKBSJoint : public AKConstraint
{
public:
	virtual ~AKBSJoint();
	AKBSJoint(class AKBSJoint const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class AKBSJoint & operator=(class AKBSJoint const &);
protected:
	AKBSJoint();
private:
	static class UClass PrivateStaticClass();
};

enum EWeatherType{
	 WT_Rain=0
	,WT_Snow=1
	,WT_Dust=2
};

// -----------------------------------------------------------------------------
// FWeatherPcl ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FWeatherPcl
{
public:
	class FVector pos;                                                    //0
	class FVector Vel;                                                    //0
	FLOAT Life;                                                           //0
	FLOAT Size;                                                           //0
	FLOAT HitTime;                                                        //0
	FLOAT InvLifeSpan;                                                    //0
	FLOAT DistAtten;                                                      //0
	BYTE frame;                                                           //0
	BYTE Dummy1;                                                          //0
	BYTE Visible;                                                         //0
	BYTE Dummy2;                                                          //0
	FWeatherPcl();
	struct FWeatherPcl & operator=(struct FWeatherPcl const &);
};

// *****************************************************************************
// AxWeatherEffect (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AxWeatherEffect : public AActor
{
public:
	BYTE WeatherType;                                                         //CPF_Edit
	INT numParticles;                                                         //CPF_Edit
	INT numActive;                                                            //CPF_Transient
	class FBox Box;                                                           //CPF_Transient
	class FVector eyePos;                                                     //CPF_Transient
	class FVector eyeDir;                                                     //CPF_Transient
	class FVector spawnOrigin;                                                //CPF_Transient
	class FVector eyeMoveVec;                                                 //CPF_Transient
	FLOAT eyeVel;                                                             //CPF_Transient
	FLOAT deviation;                                                          //CPF_Edit
	FLOAT maxPclEyeDist;                                                      //CPF_Edit
	FLOAT numCols;                                                            //CPF_Edit
	FLOAT numRows;                                                            //CPF_Edit
	FLOAT numFrames;                                                          //CPF_Transient
	FLOAT texU;                                                               //CPF_Transient
	FLOAT texV;                                                               //CPF_Transient
	BITFIELD noReference : 1;                                                 //CPF_Transient
	class FVector spawnVecU;                                                  //0
	class FVector spawnVecV;                                                  //0
	class FVector spawnVel;                                                   //CPF_Edit
	class FRangeVector Position;                                              //CPF_Edit
	class FRange Speed;                                                       //CPF_Edit
	class FRange Life;                                                        //CPF_Edit
	class FRange Size;                                                        //CPF_Edit
	class FRange EyeSizeClamp;                                                //CPF_Edit
	BITFIELD bForceAffected : 1;                                              //CPF_Edit
	TArray<struct FWeatherPcl> pcl;                                           //CPF_Transient|CPF_NeedCtorLink
	TArray<class AVolume*> pclBlockers;                                       //CPF_Transient|CPF_NeedCtorLink
	virtual ~AxWeatherEffect();
	virtual void PostLoad();
	virtual void Destroy();
	virtual void PostEditChange();
	virtual INT Tick(FLOAT, enum ELevelTick);
	virtual void PostEditLoad();
	virtual void Spawned();
	virtual void SetZone(INT, INT);
	AxWeatherEffect(class AxWeatherEffect const &);
	AxWeatherEffect();
	void CacheBlockers();
	void InitParticle(struct FWeatherPcl &);
	static void CDECL InternalConstructor(void *);
	void PreCalc();
	void Render();//class FLevelSceneNode *, class FRenderInterface *);
	static class UClass * CDECL StaticClass();
	void UpdateViewer(class FLevelSceneNode *);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class AxWeatherEffect & operator=(class AxWeatherEffect const &);
private:
	static class UClass PrivateStaticClass();
};

enum EProcMeshType{
	 MT_Water=0
	,MT_Deform=1
};

// -----------------------------------------------------------------------------
// FProcMeshVertex ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FProcMeshVertex
{
public:
	class FVector Position;                                               //0
	class FVector Normal;                                                 //0
	class FColor Color;                                                   //0
	FLOAT U;                                                              //0
	FLOAT V;                                                              //0
	FProcMeshVertex();
	struct FProcMeshVertex & operator=(struct FProcMeshVertex const &);
};
struct AxProcMesh_execTouch_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class FVector touchLocation;                                              //0
	class FVector EffectNormal;                                               //0
	class FVector EffectLocation;                                             //0
	FLOAT touchValue;                                                         //0
};
struct AxProcMesh_execTakeDamage_Parms
{
	INT Damage;                                                               //CPF_Parm
	class APawn* instigatedBy;                                                //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
	class FVector Momentum;                                                   //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
	class FVector EffectNormal;                                               //0
	class FVector EffectLocation;                                             //0
};
struct AxProcMesh_execProcPling_Parms
{
	class FVector Position;                                                   //CPF_Parm
	FLOAT Strength;                                                           //CPF_Parm
	FLOAT Radius;                                                             //CPF_Parm
	class FVector EffectLocation;                                             //CPF_Parm|CPF_OutParm
	class FVector EffectNormal;                                               //CPF_Parm|CPF_OutParm
};

// *****************************************************************************
// AxProcMesh (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AxProcMesh : public AActor
{
public:
	TArray<struct FProcMeshVertex> Vertices;                                  //CPF_NeedCtorLink
	TArray<INT> SectionOffsets;                                               //CPF_NeedCtorLink
	FLOAT Dampening;                                                          //CPF_Edit
	class FRange DampeningRange;                                              //CPF_Edit
	class FRange MovementClamp;                                               //CPF_Edit
	class FRange ForceClamp;                                                  //CPF_Edit
	FLOAT ForceAttenuation;                                                   //CPF_Edit
	FLOAT Tension;                                                            //CPF_Edit
	FLOAT RestTension;                                                        //CPF_Edit
	BITFIELD CheckCollision : 1;                                              //CPF_Edit
	FLOAT Noise;                                                              //CPF_Edit
	class FRange NoiseForce;                                                  //CPF_Edit
	class FRange NoiseTimer;                                                  //CPF_Edit
	FLOAT NoiseCounter;                                                       //CPF_Transient
	BYTE ProcType;                                                            //CPF_Edit
	BITFIELD bForceAffected : 1;                                              //CPF_Edit
	BITFIELD bRigidEdges : 1;                                                 //CPF_Edit
	void * pProcData;                                                         //CPF_Transient
	class UClass* HitEffect;                                                  //CPF_Edit
	class UClass* BigHitEffect;                                               //CPF_Edit
	FLOAT BigMomentumThreshold;                                               //CPF_Edit
	FLOAT BigTouchThreshold;                                                  //CPF_Edit
	FLOAT ShootStrength;                                                      //CPF_Edit
	FLOAT TouchStrength;                                                      //CPF_Edit
	FLOAT InfluenceRadius;                                                    //CPF_Edit
	virtual ~AxProcMesh();
	virtual void PostLoad();
	virtual void Destroy();
	virtual void PostEditChange();
	virtual INT Tick(FLOAT, enum ELevelTick);
	virtual void Spawned();
	AxProcMesh(class AxProcMesh const &);
	AxProcMesh();
	void CalcMeshData();
	static void CDECL InternalConstructor(void *);
	void Render();//class FLevelSceneNode *, class TList<class FDynamicLight *> *, class FRenderInterface *);
	static class UClass * CDECL StaticClass();
	void execProcPling(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class AxProcMesh & operator=(class AxProcMesh const &);
private:
	static class UClass PrivateStaticClass();
};
struct AxPickUpBase_execSpawnPickup_Parms
{
};
struct AxPickUpBase_execTurnOn_Parms
{
};
struct AxPickUpBase_execGetInventoryGroup_Parms
{
	BYTE ReturnValue;                                                         //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AxPickUpBase_execCheckForErrors_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class AActor* HitActor;                                                   //0
	class FVector HitLocation;                                                //0
	class FVector HitNormal;                                                  //0
};
struct AxPickUpBase_eventPostBeginPlay_Parms
{
};

// *****************************************************************************
// AxPickUpBase (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AxPickUpBase : public AActor
{
public:
	class UClass* PowerUp;                                                    //CPF_Edit
	FLOAT SpawnHeight;                                                        //CPF_Edit
	class UClass* SpiralEmitter;                                              //CPF_Edit
	FLOAT ExtraPathCost;                                                      //CPF_Edit
	class APickup* myPickUp;                                                  //0
	class AEmitter* myEmitter;                                                //0
	class AInventorySpot* myMarker;                                           //0
	BITFIELD bDelayedSpawn : 1;                                               //CPF_Edit
	class UStaticMesh* NewStaticMesh;                                         //0
	class FVector NewPrePivot;                                                //0
	FLOAT NewDrawScale;                                                       //0
	virtual ~AxPickUpBase();
	virtual INT AddMyMarker(class AActor *);
	virtual void ClearMarker();
	virtual void CheckForErrors();
	AxPickUpBase(class AxPickUpBase const &);
	AxPickUpBase();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class AxPickUpBase & operator=(class AxPickUpBase const &);
private:
	static class UClass PrivateStaticClass();
};

enum EAttenFunc{
	 ATF_LerpInOut=0
	,ATF_ExpInOut=1
	,ATF_SmoothStep=2
	,ATF_Pulse=3
	,ATF_Random=4
	,ATF_None=5
};
enum ExSpawningTypes{
	 ST_Sphere=0
	,ST_Line=1
	,ST_Disc=2
	,ST_Cylinder=3
	,ST_AimedSphere=4
	,ST_StaticMesh=5
	,ST_Explode=6
	,ST_ExplodeRing=7
	,ST_OwnerSkeleton=8
	,ST_Test=9
};
enum ExParticleTypes{
	 PT_Sprite=0
	,PT_Stream=1
	,PT_Line=2
	,PT_Disc=3
	,PT_Mesh=4
	,PT_Branch=5
	,PT_Beam=6
};
struct AxEmitter_execPrecacheContent_Parms
{
	class ALevelInfo* Level;                                                  //CPF_Parm
};
struct AxEmitter_execUpdatePrecacheMaterials_Parms
{
};
struct AxEmitter_eventTrigger_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class APawn* EventInstigator;                                             //CPF_Parm
};
struct AxEmitter_execClampToMaxParticles_Parms
{
	FLOAT InPart;                                                             //CPF_Parm
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AxEmitter_eventPreSpawned_Parms
{
};
struct AxEmitter_eventCollisionSound_Parms
{
};

// *****************************************************************************
// AxEmitter (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AxEmitter : public AActor
{
public:
	BYTE mParticleType;                                                       //CPF_Edit
	BYTE mSpawningType;                                                       //CPF_Edit
	BITFIELD mRegen : 1;                                                      //CPF_Edit
	BITFIELD mRegenPause : 1;                                                 //CPF_Edit
	FLOAT mRegenOnTime[2];                                                    //CPF_Edit
	FLOAT mRegenOffTime[2];                                                   //CPF_Edit
	INT mStartParticles;                                                      //CPF_Edit
	INT mMaxParticles;                                                        //CPF_Edit
	FLOAT mDelayRange[2];                                                     //CPF_Edit
	FLOAT mLifeRange[2];                                                      //CPF_Edit
	FLOAT mRegenRange[2];                                                     //CPF_Edit
	FLOAT mRegenDist;                                                         //CPF_Edit
	FName mSourceActor;                                                       //CPF_Edit
	FName mChildName;                                                         //CPF_Edit
	class AxEmitter* mChildEmitter;                                           //0
	class AStaticMeshActor* SourceStaticMesh;                                 //CPF_Edit
	BITFIELD bSuspendWhenNotVisible : 1;                                      //CPF_Edit
	BITFIELD mDistanceAtten : 1;                                              //CPF_Edit
	class FVector mDirDev;                                                    //CPF_Edit
	class FVector mPosDev;                                                    //CPF_Edit
	class FVector mSpawnVecA;                                                 //CPF_Edit|CPF_Net
	class FVector mSpawnVecB;                                                 //CPF_Edit
	FLOAT mSpeedRange[2];                                                     //CPF_Edit
	BITFIELD mPosRelative : 1;                                                //CPF_Edit
	FLOAT mMassRange[2];                                                      //CPF_Edit
	FLOAT mAirResistance;                                                     //CPF_Edit
	BITFIELD mCollision : 1;                                                  //CPF_Edit
	FLOAT mOwnerVelocityFactor;                                               //CPF_Edit
	BITFIELD mRandOrient : 1;                                                 //CPF_Edit
	FLOAT mSpinRange[2];                                                      //CPF_Edit
	FLOAT mSizeRange[2];                                                      //CPF_Edit
	FLOAT mGrowthRate;                                                        //CPF_Edit
	class FColor mColorRange[2];                                              //CPF_Edit
	BITFIELD mAttenuate : 1;                                                  //CPF_Edit
	FLOAT mAttenKa;                                                           //CPF_Edit
	FLOAT mAttenKb;                                                           //CPF_Edit
	BYTE mAttenFunc;                                                          //CPF_Edit
	INT mpAttenFunc;                                                          //0
	BITFIELD mRandTextures : 1;                                               //CPF_Edit
	BITFIELD mTileAnimation : 1;                                              //CPF_Edit
	INT mNumTileColumns;                                                      //CPF_Edit
	INT mNumTileRows;                                                         //CPF_Edit
	BITFIELD mUseMeshNodes : 1;                                               //CPF_Edit
	BITFIELD mRandMeshes : 1;                                                 //CPF_Edit
	class UStaticMesh* mMeshNodes[8];                                         //CPF_Edit
	class UTexture* mPosColorMapXY;                                           //CPF_Edit
	class UTexture* mPosColorMapXZ;                                           //CPF_Edit
	class UTexture* mLifeColorMap;                                            //CPF_Edit
	FLOAT springK;                                                            //CPF_Edit
	FLOAT springD;                                                            //CPF_Edit
	FLOAT springMaxStretch;                                                   //CPF_Edit
	FLOAT springMaxCompress;                                                  //CPF_Edit
	FLOAT mColElasticity;                                                     //CPF_Edit
	FLOAT mAttraction;                                                        //CPF_Edit
	BITFIELD mColMakeSound : 1;                                               //CPF_Edit
	FLOAT mWaveFrequency;                                                     //CPF_Edit
	FLOAT mWaveAmplitude;                                                     //CPF_Edit
	FLOAT mWaveShift;                                                         //CPF_Edit
	FLOAT mBendStrength;                                                      //CPF_Edit
	BITFIELD mWaveLockEnd : 1;                                                //CPF_Edit
	BITFIELD bForceAffected : 1;                                              //CPF_Edit
	INT SystemHandle;                                                         //CPF_Transient
	INT Expire;                                                               //CPF_Transient
	void * mpParticles;                                                       //CPF_Transient
	INT mNumActivePcl;                                                        //CPF_Transient
	void * mpIterator;                                                        //CPF_Transient
	INT mbSpinningNodes;                                                      //CPF_Transient
	class FVector mLastPos;                                                   //CPF_Transient
	class FVector mLastVector;                                                //CPF_Transient
	FLOAT mTime;                                                              //CPF_Transient
	FLOAT mT;                                                                 //CPF_Transient
	FLOAT mRegenBias;                                                         //CPF_Transient
	FLOAT mRegenTimer;                                                        //CPF_Transient
	FLOAT mPauseTimer;                                                        //CPF_Transient
	class FBox mBounds;                                                       //CPF_Transient
	class FPlane mSphere;                                                     //CPF_Transient
	class FVector mDir;                                                       //CPF_Transient
	INT mNumUpdates;                                                          //CPF_Transient
	INT mAtLeastOneFrame;                                                     //CPF_Transient
	INT mRenderableVerts;                                                     //CPF_Transient
	FLOAT mTexU;                                                              //CPF_Transient
	FLOAT mTexV;                                                              //CPF_Transient
	FLOAT mTotalTiles;                                                        //CPF_Transient
	FLOAT mInvTileCols;                                                       //CPF_Transient
	void * mpSprings;                                                         //CPF_Transient
	INT mNumSprings;                                                          //CPF_Transient
	FLOAT mWavePhaseA;                                                        //CPF_Transient
	FLOAT mWavePhaseB;                                                        //CPF_Transient
	BITFIELD blockOnNet : 1;                                                  //CPF_Net
	BITFIELD bCallPreSpawn : 1;                                               //0
	INT mHeadIndex;                                                           //CPF_Transient
	virtual ~AxEmitter();
	virtual void Destroy();
	virtual void PostEditChange();
	virtual INT Tick(FLOAT, enum ELevelTick);
	virtual void Spawned();
	virtual void PostBeginPlay();
	AxEmitter(class AxEmitter const &);
	AxEmitter();
	void InitParticle(INT);
	void Initialize();
	static void CDECL InternalConstructor(void *);
	INT IsForceAffected();
	void PreCalc();
	void Render();//class FLevelSceneNode *, class FRenderInterface *);
	void Reset();
	static class UClass * CDECL StaticClass();
	void eventCollisionSound();
	void eventPreSpawned();
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class AxEmitter & operator=(class AxEmitter const &);
private:
	static class UClass PrivateStaticClass();
};

enum ESST_Mode{
	 ESST_SkipToNextLine=0
};
struct ASceneSubtitles_eventReset_Parms
{
};
struct ASceneSubtitles_execGetSubTitles_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct ASceneSubtitles_execProcessEvent_Parms
{
	BYTE Mode;                                                                //CPF_Parm
};

// *****************************************************************************
// ASceneSubtitles (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ASceneSubtitles : public AInfo
{
public:
	TArray<class FString> SubTitles;                                          //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	INT CurrentIndex;                                                         //0
	virtual ~ASceneSubtitles();
	ASceneSubtitles(class ASceneSubtitles const &);
	ASceneSubtitles();
	static void CDECL InternalConstructor(void *);
	void ProcessEvent(enum ESST_Mode);
	static class UClass * CDECL StaticClass();
	void execProcessEvent(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	class ASceneSubtitles & operator=(class ASceneSubtitles const &);
private:
	static class UClass PrivateStaticClass();
};
struct AGameStats_execGetLogFilename_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	class FString Result;                                                     //CPF_NeedCtorLink
};
struct AGameStats_execGameEvent_Parms
{
	class FString GEvent;                                                     //CPF_Parm|CPF_NeedCtorLink
	class FString Desc;                                                       //CPF_Parm|CPF_NeedCtorLink
	class APlayerReplicationInfo* Who;                                        //CPF_Parm
	class FString Out;                                                        //CPF_NeedCtorLink
	class FString geDesc;                                                     //CPF_NeedCtorLink
};
struct AGameStats_execSpecialEvent_Parms
{
	class APlayerReplicationInfo* Who;                                        //CPF_Parm
	class FString Desc;                                                       //CPF_Parm|CPF_NeedCtorLink
	class FString Out;                                                        //CPF_NeedCtorLink
};
struct AGameStats_execKillEvent_Parms
{
	class FString KillType;                                                   //CPF_Parm|CPF_NeedCtorLink
	class APlayerReplicationInfo* Killer;                                     //CPF_Parm
	class APlayerReplicationInfo* Victim;                                     //CPF_Parm
	class UClass* Damage;                                                     //CPF_Parm
	class FString Out;                                                        //CPF_NeedCtorLink
};
struct AGameStats_execTeamScoreEvent_Parms
{
	INT Team;                                                                 //CPF_Parm
	FLOAT Points;                                                             //CPF_Parm
	class FString Desc;                                                       //CPF_Parm|CPF_NeedCtorLink
};
struct AGameStats_execScoreEvent_Parms
{
	class APlayerReplicationInfo* Who;                                        //CPF_Parm
	FLOAT Points;                                                             //CPF_Parm
	class FString Desc;                                                       //CPF_Parm|CPF_NeedCtorLink
};
struct AGameStats_execDisconnectEvent_Parms
{
	class APlayerReplicationInfo* Who;                                        //CPF_Parm
	class FString Out;                                                        //CPF_NeedCtorLink
};
struct AGameStats_execConnectEvent_Parms
{
	class APlayerReplicationInfo* Who;                                        //CPF_Parm
	class FString Out;                                                        //CPF_NeedCtorLink
};
struct AGameStats_execEndGame_Parms
{
	class FString Reason;                                                     //CPF_Parm|CPF_NeedCtorLink
	class FString Out;                                                        //CPF_NeedCtorLink
	INT i;                                                                    //0
	INT j;                                                                    //0
	TArray<class APlayerReplicationInfo*> pris;                               //CPF_NeedCtorLink
	class APlayerReplicationInfo* PRI;                                        //0
	class APlayerReplicationInfo* t;                                          //0
};
struct AGameStats_execGetStatsIdentifier_Parms
{
	class AController* C;                                                     //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AGameStats_execStartGame_Parms
{
};
struct AGameStats_execServerInfo_Parms
{
	class FString Out;                                                        //CPF_NeedCtorLink
	class FString Flags;                                                      //CPF_NeedCtorLink
	class FString siServerName;                                               //CPF_NeedCtorLink
	class FString siAdminName;                                                //CPF_NeedCtorLink
	class FString siAdminEmail;                                               //CPF_NeedCtorLink
	struct FServerResponseLine ServerState;                                   //CPF_NeedCtorLink
	INT i;                                                                    //0
};
struct AGameStats_execNewGame_Parms
{
	class FString Out;                                                        //CPF_NeedCtorLink
	class FString tmp;                                                        //CPF_NeedCtorLink
	class FString ngTitle;                                                    //CPF_NeedCtorLink
	class FString ngAuthor;                                                   //CPF_NeedCtorLink
	class FString ngGameGameName;                                             //CPF_NeedCtorLink
	INT i;                                                                    //0
	class AMutator* MyMutie;                                                  //0
	class AGameRules* MyRules;                                                //0
};
struct AGameStats_execMapName_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	class FString MapName;                                                    //CPF_NeedCtorLink
};
struct AGameStats_execTimeZone_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AGameStats_execGetMapFileName_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AGameStats_execFullTimeDate_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AGameStats_execHeader_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AGameStats_execTimeStamp_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	class FString Seconds;                                                    //CPF_NeedCtorLink
};
struct AGameStats_eventDestroyed_Parms
{
};
struct AGameStats_eventPostBeginPlay_Parms
{
};
struct AGameStats_execLogf_Parms
{
	class FString LogString;                                                  //CPF_Parm|CPF_NeedCtorLink
};
struct AGameStats_execShutdown_Parms
{
};
struct AGameStats_execInit_Parms
{
};

// *****************************************************************************
// AGameStats (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AGameStats : public AInfo
{
public:
	class AFileLog* TempLog;                                                  //0
	class AGameReplicationInfo* GRI;                                          //0
	BITFIELD bShowBots : 1;                                                   //0
	class FString Tab;                                                        //CPF_NeedCtorLink
	BITFIELD bLocalLog : 1;                                                   //CPF_Config|CPF_GlobalConfig
	class FString LogFileName;                                                //CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	virtual ~AGameStats();
	AGameStats(class AGameStats const &);
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	void execGetMapFileName(struct FFrame &, void * const);
	void execGetStatsIdentifier(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	class AGameStats & operator=(class AGameStats const &);
protected:
	AGameStats();
private:
	static class UClass PrivateStaticClass();
};
struct AFileLog_execLogf_Parms
{
	class FString LogString;                                                  //CPF_Parm|CPF_NeedCtorLink
};
struct AFileLog_execOpenLog_Parms
{
	class FString FName;                                                      //CPF_Parm|CPF_NeedCtorLink
	class FString FExt;                                                       //CPF_Parm|CPF_NeedCtorLink
	BITFIELD bOverwrite : 1;                                                  //CPF_Parm
};
struct AFileLog_execCloseLog_Parms
{
};

// *****************************************************************************
// AFileLog (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AFileLog : public AInfo
{
public:
	void * LogAr;                                                             //CPF_Transient
	class FString LogFileName;                                                //CPF_NeedCtorLink
	class FString TempFileName;                                               //CPF_NeedCtorLink
	virtual ~AFileLog();
	virtual void Destroy();
	AFileLog(class AFileLog const &);
	AFileLog();
	void FinishLog();
	static void CDECL InternalConstructor(void *);
	static class UClass * CDECL StaticClass();
	void execCloseLog(struct FFrame &, void * const);
	void execLogf(struct FFrame &, void * const);
	void execOpenLog(struct FFrame &, void * const);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, TCHAR const *, DWORD);
	static void * CDECL operator new(unsigned int, class UObject *, class FName, DWORD);
	static void * CDECL operator new(unsigned int, enum EInternal *);
	class AFileLog & operator=(class AFileLog const &);
private:
	static class UClass PrivateStaticClass();
};

// -----------------------------------------------------------------------------
// FPlaylistParser ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FPlaylistParser
{
public:
	BYTE Type;                                                            //CPF_Edit
	class FString ParserClass;                                            //CPF_Edit|CPF_NeedCtorLink
};
struct UStreamPlaylistManager_execGetCurrentTitle_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct UStreamPlaylistManager_execSave_Parms
{
	INT i;                                                                    //0
};
struct UStreamPlaylistManager_execHandleDebugExec_Parms
{
	class FString Command;                                                    //CPF_Parm|CPF_NeedCtorLink
	class FString Param;                                                      //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
	BITFIELD Result : 1;                                                      //0
};
struct UStreamPlaylistManager_execCreatePlaylist_Parms
{
	class FString PlaylistName;                                               //CPF_Parm|CPF_NeedCtorLink
	class UStreamPlaylist* ReturnValue;                                       //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class UStreamPlaylist* List;                                              //0
};
struct UStreamPlaylistManager_execSetRepeatAll_Parms
{
	BITFIELD bEnable : 1;                                                     //CPF_Parm
};
struct UStreamPlaylistManager_execSetRepeat_Parms
{
	BITFIELD bEnable : 1;                                                     //CPF_Parm
};
struct UStreamPlaylistManager_execSetShuffleAll_Parms
{
	BITFIELD bEnable : 1;                                                     //CPF_Parm
};
struct UStreamPlaylistManager_execSetShuffle_Parms
{
	BITFIELD bEnable : 1;                                                     //CPF_Parm
};
struct UStreamPlaylistManager_execGetRepeatAll_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamPlaylistManager_execGetRepeat_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamPlaylistManager_execGetShuffleAll_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamPlaylistManager_execGetShuffle_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamPlaylistManager_execValidName_Parms
{
	class FString Test;                                                       //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct UStreamPlaylistManager_execFindPlaylistIndex_Parms
{
	class UStreamPlaylist* Playlist;                                          //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct UStreamPlaylistManager_execFindNameIndex_Parms
{
	class FString PlaylistName;                                               //CPF_Parm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct UStreamPlaylistManager_execValidIndex_Parms
{
	INT Index;                                                                //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamPlaylistManager_execGetPlaylistCount_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamPlaylistManager_execGetPlaylistAt_Parms
{
	INT idx;                                                                  //CPF_Parm
	class UStreamPlaylist* ReturnValue;                                       //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamPlaylistManager_execGetRandomPlaylist_Parms
{
	class UStreamPlaylist* ReturnValue;                                       //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
	INT idx;                                                                  //0
};
struct UStreamPlaylistManager_execGetCurrentPlaylist_Parms
{
	class UStreamPlaylist* ReturnValue;                                       //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamPlaylistManager_execGetCurrentIndex_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamPlaylistManager_execGetRandomSong_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	class UStreamPlaylist* List;                                              //0
};
struct UStreamPlaylistManager_execPrevSong_Parms
{
	BITFIELD bForce : 1;                                                      //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	class UStreamPlaylist* List;                                              //0
	class UStream* S;                                                         //0
	class FString str;                                                        //CPF_NeedCtorLink
};
struct UStreamPlaylistManager_execNextSong_Parms
{
	BITFIELD bForce : 1;                                                      //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	class UStreamPlaylist* List;                                              //0
	class UStream* S;                                                         //0
	class FString str;                                                        //CPF_NeedCtorLink
};
struct UStreamPlaylistManager_execImportPlaylist_Parms
{
	INT PlaylistIndex;                                                        //CPF_Parm
	INT InsertPosition;                                                       //CPF_Parm
	class FString Path;                                                       //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
	BYTE Type;                                                                //0
};
struct UStreamPlaylistManager_execAddDirectory_Parms
{
	INT PlaylistIndex;                                                        //CPF_Parm
	INT InsertPosition;                                                       //CPF_Parm
	class FString Path;                                                       //CPF_Parm|CPF_NeedCtorLink
	BITFIELD bRecurseDirectories : 1;                                         //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
	BITFIELD bValue : 1;                                                      //0
	TArray<class FString> Results;                                            //CPF_NeedCtorLink
};
struct UStreamPlaylistManager_execGetPlaylistType_Parms
{
	class FString Path;                                                       //CPF_Parm|CPF_NeedCtorLink
	BYTE ReturnValue;                                                         //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class FString Ext;                                                        //CPF_NeedCtorLink
};
struct UStreamPlaylistManager_execClearCurrentPlaylist_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamPlaylistManager_execRemoveFromCurrentPlaylist_Parms
{
	class FString Path;                                                       //CPF_Parm|CPF_NeedCtorLink
	BITFIELD bSkipNotification : 1;                                           //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamPlaylistManager_execInsertInPlaylist_Parms
{
	INT PlaylistIndex;                                                        //CPF_Parm
	INT InsertPosition;                                                       //CPF_Parm
	class FString Path;                                                       //CPF_Parm|CPF_NeedCtorLink
	BITFIELD bSkipNotification : 1;                                           //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	BYTE Type;                                                                //0
	BITFIELD bResult : 1;                                                     //0
};
struct UStreamPlaylistManager_execAddToPlaylist_Parms
{
	INT PlaylistIndex;                                                        //CPF_Parm
	class FString Path;                                                       //CPF_Parm|CPF_NeedCtorLink
	BITFIELD bSkipNotification : 1;                                           //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamPlaylistManager_execRenamePlaylist_Parms
{
	INT Index;                                                                //CPF_Parm
	class FString NewName;                                                    //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class UStreamPlaylist* Temp;                                              //0
	class FString str;                                                        //CPF_NeedCtorLink
	INT i;                                                                    //0
};
struct UStreamPlaylistManager_execRemovePlaylistAt_Parms
{
	INT Index;                                                                //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	BITFIELD bWasActive : 1;                                                  //0
};
struct UStreamPlaylistManager_execRemovePlaylist_Parms
{
	class FString PlaylistName;                                               //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct UStreamPlaylistManager_execAppendPlaylist_Parms
{
	class UStreamPlaylist* Playlist;                                          //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct UStreamPlaylistManager_execAddPlaylist_Parms
{
	class FString NewPlaylistName;                                            //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class FString str;                                                        //CPF_NeedCtorLink
	INT i;                                                                    //0
};
struct UStreamPlaylistManager_execActivatePlaylist_Parms
{
	INT ListIndex;                                                            //CPF_Parm
	BITFIELD bNoFail : 1;                                                     //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamPlaylistManager_execCreateDefaultPlaylist_Parms
{
	class UStreamPlaylist* ReturnValue;                                       //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
	class FString Nothing;                                                    //CPF_NeedCtorLink
};
struct UStreamPlaylistManager_execInitializeParsers_Parms
{
	INT i;                                                                    //0
	INT j;                                                                    //0
	class UClass* ParseClass;                                                 //0
};
struct UStreamPlaylistManager_execInitializePlaylists_Parms
{
	TArray<class FString> PlaylistNames;                                      //CPF_NeedCtorLink
	class UStreamPlaylist* NewList;                                           //0
	INT i;                                                                    //0
};
struct UStreamPlaylistManager_execInitialize_Parms
{
	class UStreamInterface* InFileManager;                                    //CPF_Parm
};
struct UStreamPlaylistManager_execChangedActivePlaylist_Parms
{
	class UStreamPlaylist* NewPlaylist;                                       //CPF_Parm
};

// *****************************************************************************
// UStreamPlaylistManager (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UStreamPlaylistManager : public UStreamBase
{
public:
	INT CurrentPlaylist;                                                      //CPF_Edit|CPF_Config|CPF_EditConst
	class UStreamInterface* FileManager;                                      //CPF_Edit|CPF_EditConst|CPF_0x00800000|CPF_0x04000000
	TArray<class UStreamPlaylist*> Playlists;                                 //CPF_Edit|CPF_ConstRef|CPF_NeedCtorLink|CPF_0x04000000
	BITFIELD bDisableNotification : 1;                                        //CPF_Edit
	BITFIELD bDirty : 1;                                                      //CPF_Edit|CPF_Transient|CPF_0x00800000
	BITFIELD bShuffle : 1;                                                    //CPF_Edit|CPF_Config
	BITFIELD bShuffleAll : 1;                                                 //CPF_Edit|CPF_Config
	BITFIELD bRepeat : 1;                                                     //CPF_Edit|CPF_Config
	BITFIELD bRepeatAll : 1;                                                  //CPF_Edit|CPF_Config
	class FString DefaultPlaylistName;                                        //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	TArray<struct FPlaylistParser> ParserType;                                //CPF_Edit|CPF_Config|CPF_NeedCtorLink
	TArray<class UPlaylistParserBase*> Parsers;                               //CPF_Edit|CPF_ConstRef|CPF_EditConst|CPF_NeedCtorLink|CPF_0x00800000|CPF_0x04000000
};
struct AVolumeTimer_execTimer_Parms
{
};
struct AVolumeTimer_execPostBeginPlay_Parms
{
};

// *****************************************************************************
// AVolumeTimer (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AVolumeTimer : public AInfo
{
public:
	class AActor* A;                                                          //0
	FLOAT TimerFrequency;                                                     //0
};

//#define UCONST_PROPNUM 2

struct ABroadcastHandler_eventDestroyed_Parms
{
};
struct ABroadcastHandler_execAcceptBroadcastVoice_Parms
{
	class APlayerController* Receiver;                                        //CPF_Parm
	class APlayerReplicationInfo* SenderPRI;                                  //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ABroadcastHandler_execAcceptBroadcastSpeech_Parms
{
	class APlayerController* Receiver;                                        //CPF_Parm
	class APlayerReplicationInfo* SenderPRI;                                  //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ABroadcastHandler_execAcceptBroadcastLocalized_Parms
{
	class APlayerController* Receiver;                                        //CPF_Parm
	class AActor* Sender;                                                     //CPF_Parm
	class UClass* Message;                                                    //CPF_Parm
	INT Switch;                                                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_1;                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_2;                               //CPF_Parm
	class UObject* obj;                                                       //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ABroadcastHandler_execAcceptBroadcastText_Parms
{
	class APlayerController* Receiver;                                        //CPF_Parm
	class APlayerReplicationInfo* SenderPRI;                                  //CPF_Parm
	class FString Msg;                                                        //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	FName Type;                                                               //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ABroadcastHandler_execRegisterBroadcastHandler_Parms
{
	class ABroadcastHandler* NewBH;                                           //CPF_Parm
};
struct ABroadcastHandler_eventAllowBroadcastLocalized_Parms
{
	class AActor* Sender;                                                     //CPF_Parm
	class UClass* Message;                                                    //CPF_Parm
	INT Switch;                                                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_1;                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_2;                               //CPF_Parm
	class UObject* OptionalObject;                                            //CPF_Parm
	class AController* C;                                                     //0
	class APlayerController* P;                                               //0
};
struct ABroadcastHandler_execBroadcastTeam_Parms
{
	class AController* Sender;                                                //CPF_Parm
	class FString Msg;                                                        //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	FName Type;                                                               //CPF_Parm
	class AController* C;                                                     //0
	class APlayerController* P;                                               //0
};
struct ABroadcastHandler_execBroadcast_Parms
{
	class AActor* Sender;                                                     //CPF_Parm
	class FString Msg;                                                        //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	FName Type;                                                               //CPF_Parm
	class AController* C;                                                     //0
	class APlayerController* P;                                               //0
	class APlayerReplicationInfo* PRI;                                        //0
};
struct ABroadcastHandler_execBroadcastLocalized_Parms
{
	class AActor* Sender;                                                     //CPF_Parm
	class APlayerController* Receiver;                                        //CPF_Parm
	class UClass* Message;                                                    //CPF_Parm
	INT Switch;                                                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_1;                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_2;                               //CPF_Parm
	class UObject* OptionalObject;                                            //CPF_Parm
};
struct ABroadcastHandler_execBroadcastText_Parms
{
	class APlayerReplicationInfo* SenderPRI;                                  //CPF_Parm
	class APlayerController* Receiver;                                        //CPF_Parm
	class FString Msg;                                                        //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	FName Type;                                                               //CPF_Parm
};
struct ABroadcastHandler_execHandlerAllowsBroadcast_Parms
{
	class AActor* broadcaster;                                                //CPF_Parm
	INT SentTextNum;                                                          //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ABroadcastHandler_execAllowsBroadcast_Parms
{
	class AActor* broadcaster;                                                //CPF_Parm
	INT Len;                                                                  //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ABroadcastHandler_eventGetDescriptionText_Parms
{
	class FString PropName;                                                   //CPF_Parm|CPF_NeedCtorLink
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct ABroadcastHandler_execFillPlayInfo_Parms
{
	class UPlayInfo* PlayInfo;                                                //CPF_Parm
};
struct ABroadcastHandler_execUpdateSentText_Parms
{
};

// *****************************************************************************
// ABroadcastHandler (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ABroadcastHandler : public AInfo
{
public:
	class ABroadcastHandler* NextBroadcastHandler;                            //0
	class UClass* NextBroadcastHandlerClass;                                  //0
	INT SentText;                                                             //0
	BITFIELD bMuteSpectators : 1;                                             //CPF_Config|CPF_GlobalConfig
	BITFIELD bPartitionSpectators : 1;                                        //CPF_Config|CPF_GlobalConfig
	class FString BHDisplayText[2];                                           //CPF_Localized|CPF_NeedCtorLink
	class FString BHDescText[2];                                              //CPF_Localized|CPF_NeedCtorLink
};
struct UObjectPool_execShrink_Parms
{
};
struct UObjectPool_execFreeObject_Parms
{
	class UObject* obj;                                                       //CPF_Parm
};
struct UObjectPool_execAllocateObject_Parms
{
	class UClass* ObjectClass;                                                //CPF_Parm
	class UObject* ReturnValue;                                               //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class UObject* Result;                                                    //0
	INT ObjectIndex;                                                          //0
};

// *****************************************************************************
// UObjectPool (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UObjectPool : public UObject
{
public:
	TArray<class UObject*> Objects;                                           //CPF_NeedCtorLink
};
struct AVotingReplicationInfoBase_execMatchSetupEnabled_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVotingReplicationInfoBase_execKickVoteEnabled_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVotingReplicationInfoBase_execMapVoteEnabled_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVotingReplicationInfoBase_execMatchSetupLocked_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVotingReplicationInfoBase_execSendResponse_Parms
{
	class FString Response;                                                   //CPF_Parm|CPF_NeedCtorLink
};
struct AVotingReplicationInfoBase_execSendCommand_Parms
{
	class FString Cmd;                                                        //CPF_Parm|CPF_NeedCtorLink
};
struct AVotingReplicationInfoBase_execProcessResponse_Parms
{
	class FString Response;                                                   //CPF_Parm|CPF_NeedCtorLink
};
struct AVotingReplicationInfoBase_execProcessCommand_Parms
{
	class FString Command;                                                    //CPF_Parm|CPF_NeedCtorLink
};
struct AScoreBoard_execNextStats_Parms
{
};
struct AScoreBoard_execSortPRIArray_Parms
{
	INT i;                                                                    //0
	INT j;                                                                    //0
	class APlayerReplicationInfo* tmp;                                        //0
};
struct AScoreBoard_execInOrder_Parms
{
	class APlayerReplicationInfo* P1;                                         //CPF_Parm
	class APlayerReplicationInfo* P2;                                         //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AScoreBoard_execUpdateScoreBoard_Parms
{
	class UCanvas* Canvas;                                                    //CPF_Parm
};
struct AScoreBoard_execFormatTime_Parms
{
	INT Seconds;                                                              //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	INT Minutes;                                                              //0
	INT Hours;                                                                //0
	class FString Time;                                                       //CPF_NeedCtorLink
};
struct AScoreBoard_execUpdateGRI_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AScoreBoard_eventDrawScoreboard_Parms
{
	class UCanvas* C;                                                         //CPF_Parm
};
struct AScoreBoard_execInit_Parms
{
};
struct AScoreBoard_execInitTitle_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AScoreBoard_execInitGRI_Parms
{
};
struct AScoreBoard_execGetSmallFontFor_Parms
{
	INT ScreenWidth;                                                          //CPF_Parm
	INT offset;                                                               //CPF_Parm
	class UFont* ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct AScoreBoard_execHaveHalfFont_Parms
{
	class UCanvas* Canvas;                                                    //CPF_Parm
	INT offset;                                                               //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct AScoreBoard_execGetSmallerFontFor_Parms
{
	class UCanvas* Canvas;                                                    //CPF_Parm
	INT offset;                                                               //CPF_Parm
	class UFont* ReturnValue;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct AScoreBoard_execPostBeginPlay_Parms
{
};

// *****************************************************************************
// AScoreBoard (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AScoreBoard : public AInfo
{
public:
	class AGameReplicationInfo* GRI;                                          //CPF_Edit
	class UClass* HudClass;                                                   //CPF_Edit
	BITFIELD bDisplayMessages : 1;                                            //0
};

// -----------------------------------------------------------------------------
// FAdminPlayer ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FAdminPlayer
{
public:
	class UxAdminUser* User;                                              //0
	class APlayerReplicationInfo* PRI;                                    //0
};

#define UCONST_PROPNUM 4

struct AAccessControl_execCheckID_Parms
{
	class FString CDHash;                                                     //CPF_Parm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct AAccessControl_eventGetDescriptionText_Parms
{
	class FString PropName;                                                   //CPF_Parm|CPF_NeedCtorLink
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AAccessControl_execFillPlayInfo_Parms
{
	class UPlayInfo* PlayInfo;                                                //CPF_Parm
	INT i;                                                                    //0
};
struct AAccessControl_execAllowPriv_Parms
{
	class FString priv;                                                       //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AAccessControl_execCanPerform_Parms
{
	class APlayerController* P;                                               //CPF_Parm
	class FString Action;                                                     //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AAccessControl_execCheckIPPolicy_Parms
{
	class FString Address;                                                    //CPF_Parm|CPF_NeedCtorLink
	BITFIELD bSilent : 1;                                                     //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
	INT j;                                                                    //0
	INT LastMatchingPolicy;                                                   //0
	class FString Policy;                                                     //CPF_NeedCtorLink
	class FString Mask;                                                       //CPF_NeedCtorLink
	BITFIELD bAcceptAddress : 1;                                              //0
	BITFIELD bAcceptPolicy : 1;                                               //0
};
struct AAccessControl_eventPreLogin_Parms
{
	class FString Options;                                                    //CPF_Parm|CPF_NeedCtorLink
	class FString Address;                                                    //CPF_Parm|CPF_NeedCtorLink
	class FString PlayerID;                                                   //CPF_Parm|CPF_NeedCtorLink
	class FString Error;                                                      //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	class FString FailCode;                                                   //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	BITFIELD bSpectator : 1;                                                  //CPF_Parm
	class FString InPassword;                                                 //CPF_NeedCtorLink
	BITFIELD bAdmin : 1;                                                      //0
	INT Result;                                                               //0
};
struct AAccessControl_execGetUser_Parms
{
	class FString uname;                                                      //CPF_Parm|CPF_NeedCtorLink
	class UxAdminUser* ReturnValue;                                           //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AAccessControl_execGetLoggedAdmin_Parms
{
	class APlayerController* P;                                               //CPF_Parm
	class UxAdminUser* ReturnValue;                                           //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AAccessControl_execValidLogin_Parms
{
	class FString Username;                                                   //CPF_Parm|CPF_NeedCtorLink
	class FString Password;                                                   //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AAccessControl_execCheckOptionsAdmin_Parms
{
	class FString Options;                                                    //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class FString InAdminName;                                                //CPF_NeedCtorLink
	class FString InPassword;                                                 //CPF_NeedCtorLink
};
struct AAccessControl_execKickBanPlayer_Parms
{
	class APlayerController* P;                                               //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class FString IP;                                                         //CPF_NeedCtorLink
};
struct AAccessControl_execBanPlayer_Parms
{
	class APlayerController* C;                                               //CPF_Parm
	BITFIELD bSession : 1;                                                    //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class FString IP;                                                         //CPF_NeedCtorLink
};
struct AAccessControl_execKickPlayer_Parms
{
	class APlayerController* C;                                               //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AAccessControl_execKickBan_Parms
{
	class FString S;                                                          //CPF_Parm|CPF_NeedCtorLink
	class APlayerController* P;                                               //0
};
struct AAccessControl_execSessionKickBan_Parms
{
	class FString S;                                                          //CPF_Parm|CPF_NeedCtorLink
	class APlayerController* P;                                               //0
};
struct AAccessControl_execKick_Parms
{
	class FString S;                                                          //CPF_Parm|CPF_NeedCtorLink
	class AController* C;                                                     //0
	class AController* NextC;                                                 //0
};
struct AAccessControl_execGetAdminName_Parms
{
	class APlayerController* PC;                                              //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AAccessControl_execGetAdmin_Parms
{
	class APlayerController* PC;                                              //CPF_Parm
	class UxAdminUser* ReturnValue;                                           //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AAccessControl_execRequiresPassword_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AAccessControl_execSetGamePassword_Parms
{
	class FString P;                                                          //CPF_Parm|CPF_NeedCtorLink
};
struct AAccessControl_execSetAdminPassword_Parms
{
	class FString P;                                                          //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AAccessControl_execSetAdminFromURL_Parms
{
	class FString N;                                                          //CPF_Parm|CPF_NeedCtorLink
	class FString P;                                                          //CPF_Parm|CPF_NeedCtorLink
	class UxAdminUser* NewUser;                                               //0
	class UxAdminGroup* NewGroup;                                             //0
};
struct AAccessControl_execIsAdmin_Parms
{
	class APlayerController* P;                                               //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AAccessControl_execAdminExited_Parms
{
	class APlayerController* P;                                               //CPF_Parm
};
struct AAccessControl_execAdminEntered_Parms
{
	class APlayerController* P;                                               //CPF_Parm
	class FString Username;                                                   //CPF_Parm|CPF_NeedCtorLink
};
struct AAccessControl_execAdminLogout_Parms
{
	class APlayerController* P;                                               //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AAccessControl_execAdminLogin_Parms
{
	class APlayerController* P;                                               //CPF_Parm
	class FString Username;                                                   //CPF_Parm|CPF_NeedCtorLink
	class FString Password;                                                   //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AAccessControl_execSaveAdmins_Parms
{
};
struct AAccessControl_execInitPrivs_Parms
{
};
struct AAccessControl_eventPreBeginPlay_Parms
{
	class UxAdminUser* NewUser;                                               //0
};

// *****************************************************************************
// AAccessControl (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AAccessControl : public AInfo
{
public:
	class UxAdminUserList* Users;                                             //0
	class UxAdminGroupList* Groups;                                           //0
	TArray<struct FAdminPlayer> LoggedAdmins;                                 //CPF_NeedCtorLink
	TArray<class UClass*> PrivClasses;                                        //CPF_Config|CPF_NeedCtorLink
	TArray<class UxPrivilegeBase*> PrivManagers;                              //CPF_NeedCtorLink
	class FString AllPrivs;                                                   //CPF_NeedCtorLink
	TArray<class FString> IPPolicies;                                         //CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	class FString IPBanned;                                                   //CPF_Localized|CPF_NeedCtorLink
	class FString WrongPassword;                                              //CPF_Localized|CPF_NeedCtorLink
	class FString NeedPassword;                                               //CPF_Localized|CPF_NeedCtorLink
	class FString SessionBanned;                                              //CPF_Localized|CPF_NeedCtorLink
	class FString KickedMsg;                                                  //CPF_Localized|CPF_NeedCtorLink
	class FString DefaultKickReason;                                          //CPF_Localized|CPF_NeedCtorLink
	class FString IdleKickReason;                                             //CPF_Localized|CPF_NeedCtorLink
	class UClass* AdminClass;                                                 //0
	BITFIELD bReplyToGUI : 1;                                                 //0
	BITFIELD bDontAddDefaultAdmin : 1;                                        //0
	class FString AdminName;                                                  //CPF_NeedCtorLink
	class FString AdminPassword;                                              //CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	class FString GamePassword;                                               //CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	FLOAT LoginDelaySeconds;                                                  //CPF_Config|CPF_GlobalConfig
	BITFIELD bBanByID : 1;                                                    //CPF_Config|CPF_GlobalConfig
	TArray<class FString> BannedIDs;                                          //CPF_Config|CPF_GlobalConfig|CPF_NeedCtorLink
	TArray<class FString> SessionIPPolicies;                                  //CPF_Transient|CPF_NeedCtorLink
	TArray<class FString> SessionBannedIDs;                                   //CPF_Transient|CPF_NeedCtorLink
	class FString ACDisplayText[4];                                           //CPF_Localized|CPF_NeedCtorLink
	class FString ACDescText[4];                                              //CPF_Localized|CPF_NeedCtorLink
};

// -----------------------------------------------------------------------------
// FLookPreset ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FLookPreset
{
public:
	class FString PresetName;                                             //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	FLOAT HScale;                                                         //CPF_Edit
	FLOAT HExponent;                                                      //CPF_Edit
	FLOAT VScale;                                                         //CPF_Edit
	FLOAT VExponent;                                                      //CPF_Edit
};

#define UCONST_InputMax 32768
#define UCONST_NumPresets 4
#define UCONST_MaxFilterEntries 4

struct UXBoxPlayerInput_execInvertLook_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UXBoxPlayerInput_execFilterOutput_Parms
{
	FLOAT filter[4];                                                          //CPF_Parm|CPF_OutParm
	FLOAT output;                                                             //CPF_Parm
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
	FLOAT total;                                                              //0
};
struct UXBoxPlayerInput_execsign_Parms
{
	FLOAT in;                                                                 //CPF_Parm
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UXBoxPlayerInput_execGetComponentAccel_Parms
{
	FLOAT Input;                                                              //CPF_Parm
	class FVector Dir;                                                        //CPF_Parm
	FLOAT dt;                                                                 //CPF_Parm
	FLOAT filter[4];                                                          //CPF_Parm|CPF_OutParm
	BITFIELD blog : 1;                                                        //CPF_Parm
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	FLOAT Speed;                                                              //0
	FLOAT Error;                                                              //0
	FLOAT output;                                                             //0
};
struct UXBoxPlayerInput_execVelToAccel_Parms
{
	FLOAT dt;                                                                 //CPF_Parm
	class FVector X;                                                          //0
	class FVector Y;                                                          //0
	class FVector Z;                                                          //0
};
struct UXBoxPlayerInput_execRemap_Parms
{
	FLOAT in;                                                                 //CPF_Parm
	FLOAT Scale;                                                              //CPF_Parm
	FLOAT Exp;                                                                //CPF_Parm
	FLOAT ratemax;                                                            //CPF_Parm
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	FLOAT Out;                                                                //0
	BITFIELD bNeg : 1;                                                        //0
};
struct UXBoxPlayerInput_execPlayerInput_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
	FLOAT FOVScale;                                                           //0
};

// *****************************************************************************
// UXBoxPlayerInput (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UXBoxPlayerInput : public UPlayerInput
{
public:
	FLOAT HScale;                                                             //CPF_Edit|CPF_Config
	FLOAT HExponent;                                                          //CPF_Edit|CPF_Config
	FLOAT HLookRateMax;                                                       //CPF_Edit|CPF_Config
	FLOAT VScale;                                                             //CPF_Edit|CPF_Config
	FLOAT VExponent;                                                          //CPF_Edit|CPF_Config
	FLOAT VLookRateMax;                                                       //CPF_Edit|CPF_Config
	BITFIELD bInvertVLook : 1;                                                //CPF_Edit|CPF_Config
	BITFIELD bLookSpring : 1;                                                 //CPF_Edit|CPF_Config
	FLOAT HLook;                                                              //CPF_Edit
	FLOAT VLook;                                                              //CPF_Edit
	FLOAT abx;                                                                //CPF_Edit
	FLOAT abz;                                                                //CPF_Edit
	FLOAT wfor;                                                               //CPF_Edit
	FLOAT wstr;                                                               //CPF_Edit
	FLOAT wafor;                                                              //CPF_Edit
	FLOAT wastr;                                                              //CPF_Edit
	struct FLookPreset LookPresets[4];                                        //CPF_Edit|CPF_Config|CPF_NeedCtorLink
	class FString SelectedPresetName;                                         //CPF_Edit|CPF_Config|CPF_NeedCtorLink
	FLOAT VelScale;                                                           //CPF_Edit
	FLOAT AccelScale;                                                         //CPF_Edit
	FLOAT DampeningFactor;                                                    //CPF_Edit
	FLOAT MinAccelComponent;                                                  //CPF_Edit
	FLOAT ForwardFilter[4];                                                   //CPF_Edit
	FLOAT StrafeFilter[4];                                                    //CPF_Edit
};
struct AVoicePack_execPickRandomTauntFor_Parms
{
	class AController* C;                                                     //CPF_Parm
	BITFIELD bNoMature : 1;                                                   //CPF_Parm
	BITFIELD bNoHumanOnly : 1;                                                //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVoicePack_execGetMessageIndex_Parms
{
	FName PhraseName;                                                         //CPF_Parm
	BYTE ReturnValue;                                                         //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVoicePack_execPlayerSpeech_Parms
{
	FName Type;                                                               //CPF_Parm
	INT Index;                                                                //CPF_Parm
	class FString Callsign;                                                   //CPF_Parm|CPF_NeedCtorLink
	class AActor* PackOwner;                                                  //CPF_Parm
};
struct AVoicePack_execClientInitialize_Parms
{
	class APlayerReplicationInfo* Sender;                                     //CPF_Parm
	class APlayerReplicationInfo* Recipient;                                  //CPF_Parm
	FName messagetype;                                                        //CPF_Parm
	BYTE messageIndex;                                                        //CPF_Parm
};

// *****************************************************************************
// AVoicePack (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AVoicePack : public AInfo
{
public:
	class FString VoicePackName;                                              //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class FString VoicePackDescription;                                       //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
};

// *****************************************************************************
// ASuicided (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ASuicided : public ADamageType
{
};

enum EAPriority{
	 AP_Normal=0
	,AP_NoDuplicates=1
	,AP_InstantPlay=2
	,AP_InstantOrQueueSwitch=3
};

// -----------------------------------------------------------------------------
// FQueueItem ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FQueueItem
{
public:
	FName Voice;                                                          //0
	FLOAT Delay;                                                          //0
	BYTE Switch;                                                          //0
};
struct AAnnouncerQueueManager_execProcessQueueItem_Parms
{
	struct FQueueItem Item;                                                   //CPF_Parm
};
struct AAnnouncerQueueManager_execTimer_Parms
{
	FLOAT DeltaTime;                                                          //0
};
struct AAnnouncerQueueManager_execGetQueueWaitTime_Parms
{
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
	FLOAT WaitTime;                                                           //0
};
struct AAnnouncerQueueManager_execIsQueueingSwitch_Parms
{
	BYTE Switch;                                                              //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct AAnnouncerQueueManager_execIsQueueing_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AAnnouncerQueueManager_execCanFindSoundInQueue_Parms
{
	FName DaSoundName;                                                        //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct AAnnouncerQueueManager_execAddItemToQueue_Parms
{
	FName ASound;                                                             //CPF_Parm
	BYTE Priority;                                                            //CPF_Parm
	BYTE Switch;                                                              //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	struct FQueueItem NewItem;                                                //0
};
struct AAnnouncerQueueManager_execInitFor_Parms
{
	class APlayerController* PC;                                              //CPF_Parm
};
struct AAnnouncerQueueManager_execPostBeginPlay_Parms
{
};

// *****************************************************************************
// AAnnouncerQueueManager (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AAnnouncerQueueManager : public AInfo
{
public:
	TArray<struct FQueueItem> Queue;                                          //CPF_NeedCtorLink
	FLOAT LastTimerCheck;                                                     //0
	FLOAT GapTime;                                                            //0
	class APlayerController* Receiver;                                        //0
};
struct AGameMessage_execGetString_Parms
{
	INT Switch;                                                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_1;                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_2;                               //CPF_Parm
	class UObject* OptionalObject;                                            //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};

// *****************************************************************************
// AGameMessage (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AGameMessage : public ALocalMessage
{
public:
	class FString SwitchLevelMessage;                                         //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class FString LeftMessage;                                                //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class FString FailedTeamMessage;                                          //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class FString FailedPlaceMessage;                                         //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class FString FailedSpawnMessage;                                         //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class FString EnteredMessage;                                             //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class FString MaxedOutMessage;                                            //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class FString OvertimeMessage;                                            //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class FString GlobalNameChange;                                           //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class FString NewTeamMessage;                                             //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class FString NewTeamMessageTrailer;                                      //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class FString NoNameChange;                                               //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class FString VoteStarted;                                                //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class FString VotePassed;                                                 //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class FString MustHaveStats;                                              //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class FString CantBeSpectator;                                            //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class FString CantBePlayer;                                               //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class FString BecameSpectator;                                            //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class FString NewPlayerMessage;                                           //CPF_Localized|CPF_NeedCtorLink
	class FString KickWarning;                                                //CPF_Localized|CPF_NeedCtorLink
	class FString NewSpecMessage;                                             //CPF_Localized|CPF_NeedCtorLink
	class FString SpecEnteredMessage;                                         //CPF_Localized|CPF_NeedCtorLink
};
struct AChatRoomMessage_execIsConsoleMessage_Parms
{
	INT Index;                                                                //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AChatRoomMessage_execAssembleMessage_Parms
{
	INT Index;                                                                //CPF_Parm
	class FString ChannelTitle;                                               //CPF_Parm|CPF_NeedCtorLink
	class APlayerReplicationInfo* RelatedPRI;                                 //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	class FString Text;                                                       //CPF_NeedCtorLink
};

// *****************************************************************************
// AChatRoomMessage (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AChatRoomMessage : public ALocalMessage
{
public:
	class FString AnonText;                                                   //CPF_Localized|CPF_NeedCtorLink
	class FString ChatRoomString[16];                                         //CPF_Localized|CPF_NeedCtorLink
};
struct UStreamPlaylist_execSetSongs_Parms
{
	TArray<class UStream*> NewSongs;                                          //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamPlaylist_execSetCurrent_Parms
{
	INT Index;                                                                //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamPlaylist_execSetTitle_Parms
{
	class FString NewTitle;                                                   //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamPlaylist_execResetRandomPool_Parms
{
	INT i;                                                                    //0
};
struct UStreamPlaylist_execGetRandomSong_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	INT idx;                                                                  //0
	class UStream* RandomStream;                                              //0
};
struct UStreamPlaylist_execClearPlaylist_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamPlaylist_execReplaceWith_Parms
{
	class UStreamPlaylist* Other;                                             //CPF_Parm
};
struct UStreamPlaylist_execPrevSong_Parms
{
	BITFIELD bMayRepeat : 1;                                                  //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	INT i;                                                                    //0
};
struct UStreamPlaylist_execNextSong_Parms
{
	BITFIELD bMayRepeat : 1;                                                  //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	INT i;                                                                    //0
};
struct UStreamPlaylist_execRemoveSongAt_Parms
{
	INT idx;                                                                  //CPF_Parm
	BITFIELD bSkipNotification : 1;                                           //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct UStreamPlaylist_execRemoveSong_Parms
{
	class FString SongFileName;                                               //CPF_Parm|CPF_NeedCtorLink
	BITFIELD bSkipNotification : 1;                                           //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamPlaylist_execInsertSong_Parms
{
	INT idx;                                                                  //CPF_Parm
	class FString Path;                                                       //CPF_Parm|CPF_NeedCtorLink
	BITFIELD bSkipNotification : 1;                                           //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class UStream* NewStream;                                                 //0
	BYTE Type;                                                                //0
	INT i;                                                                    //0
};
struct UStreamPlaylist_execAddStream_Parms
{
	INT Index;                                                                //CPF_Parm
	class UStream* NewStream;                                                 //CPF_Parm
	BITFIELD bSkipNotification : 1;                                           //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
	class FString str;                                                        //CPF_NeedCtorLink
};
struct UStreamPlaylist_execAddSong_Parms
{
	class FString SongFileName;                                               //CPF_Parm|CPF_NeedCtorLink
	BITFIELD bSkipNotification : 1;                                           //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class UStream* NewStream;                                                 //0
	BYTE Type;                                                                //0
	INT i;                                                                    //0
};
struct UStreamPlaylist_execCreateStream_Parms
{
	class FString Filename;                                                   //CPF_Parm|CPF_NeedCtorLink
	class UStream* ReturnValue;                                               //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamPlaylist_execLoadPlaylist_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct UStreamPlaylist_execInitializePlaylist_Parms
{
	class UStreamInterface* InManager;                                        //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamPlaylist_execOnPlaylistChanged_Parms
{
};
struct UStreamPlaylist_execSave_Parms
{
	INT i;                                                                    //0
};
struct UStreamPlaylist_execHandleDebugExec_Parms
{
	class FString Command;                                                    //CPF_Parm|CPF_NeedCtorLink
	class FString Param;                                                      //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct UStreamPlaylist_execDebugInfo_Parms
{
	INT i;                                                                    //0
};
struct UStreamPlaylist_execValidStreamIndex_Parms
{
	INT Index;                                                                //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamPlaylist_execValidStreamName_Parms
{
	class FString Filename;                                                   //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamPlaylist_execFindIndexByFileName_Parms
{
	class FString Test;                                                       //CPF_Parm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
	INT Num;                                                                  //0
};
struct UStreamPlaylist_execFindIndexByFullName_Parms
{
	class FString Test;                                                       //CPF_Parm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
	INT Num;                                                                  //0
};
struct UStreamPlaylist_execFindIndexByPath_Parms
{
	class FString Test;                                                       //CPF_Parm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct UStreamPlaylist_execFindIndexByName_Parms
{
	class FString Test;                                                       //CPF_Parm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	struct FFilePath APath;                                                   //CPF_NeedCtorLink
};
struct UStreamPlaylist_execGetPlaylistLength_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamPlaylist_execGetStreamAt_Parms
{
	INT Index;                                                                //CPF_Parm
	class UStream* ReturnValue;                                               //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamPlaylist_execGetStream_Parms
{
	class FString StreamName;                                                 //CPF_Parm|CPF_NeedCtorLink
	class UStream* ReturnValue;                                               //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct UStreamPlaylist_execGetCurrentStream_Parms
{
	class UStream* ReturnValue;                                               //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamPlaylist_execGetSongs_Parms
{
	TArray<class UStream*> SongArray;                                         //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
};
struct UStreamPlaylist_execGetCurrent_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UStreamPlaylist_execGetTitle_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct UStreamPlaylist_execIsInitialized_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};

// *****************************************************************************
// UStreamPlaylist (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UStreamPlaylist : public UStreamBase
{
public:
	INT Current;                                                              //CPF_Edit|CPF_Config
	TArray<class FString> Playlist;                                           //CPF_Edit|CPF_Config|CPF_NeedCtorLink
	class FString Title;                                                      //CPF_Edit|CPF_NeedCtorLink
	BITFIELD bNeedSave : 1;                                                   //CPF_Edit|CPF_Config
	TArray<INT> RandomPool;                                                   //CPF_Edit|CPF_ConstRef|CPF_Transient|CPF_EditConst|CPF_NeedCtorLink|CPF_0x00800000|CPF_0x04000000
	class UStreamInterface* FileManager;                                      //CPF_Edit|CPF_EditConst|CPF_0x00800000|CPF_0x04000000
	TArray<class UStream*> Songs;                                             //CPF_Edit|CPF_ConstRef|CPF_EditConst|CPF_NeedCtorLink|CPF_0x00800000|CPF_0x04000000
};

// -----------------------------------------------------------------------------
// FHtmlChar ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FHtmlChar
{
public:
	class FString Plain;                                                  //CPF_NeedCtorLink
	class FString Coded;                                                  //CPF_NeedCtorLink
};
struct UPlaylistParserBase_execHtmlDecode_Parms
{
	class FString Src;                                                        //CPF_Parm|CPF_NeedCtorLink
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	INT i;                                                                    //0
};
struct UPlaylistParserBase_execGetTagged_Parms
{
	class FString Text;                                                       //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	class FString Tag;                                                        //CPF_NeedCtorLink
	INT opos;                                                                 //0
	INT cpos;                                                                 //0
};
struct UPlaylistParserBase_execGetValue_Parms
{
	class FString KeyValuePair;                                               //CPF_Parm|CPF_NeedCtorLink
	BITFIELD bAllowSpaces : 1;                                                //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	INT i;                                                                    //0
	class FString str;                                                        //CPF_NeedCtorLink
};
struct UPlaylistParserBase_execParseLines_Parms
{
};
struct UPlaylistParserBase_execImportedPlaylist_Parms
{
	INT PlaylistIndex;                                                        //CPF_Parm
	INT InsertPosition;                                                       //CPF_Parm
	class UStreamPlaylist* Playlist;                                          //0
	INT i;                                                                    //0
};
struct UPlaylistParserBase_execImport_Parms
{
	INT PlaylistIndex;                                                        //CPF_Parm
	INT InsertPosition;                                                       //CPF_Parm
	class FString Path;                                                       //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UPlaylistParserBase_execSetType_Parms
{
	BYTE InType;                                                              //CPF_Parm
};
struct UPlaylistParserBase_execGetType_Parms
{
	BYTE ReturnValue;                                                         //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};

// *****************************************************************************
// UPlaylistParserBase (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UPlaylistParserBase : public UStreamInterface
{
public:
	BYTE Type;                                                                //0
	class FString PlaylistName;                                               //CPF_NeedCtorLink
	TArray<class FString> Paths;                                              //CPF_NeedCtorLink
	TArray<class FString> Lines;                                              //CPF_NeedCtorLink
	TArray<struct FHtmlChar> SpecialChars;                                    //CPF_NeedCtorLink
};

// *****************************************************************************
// ACrushed (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ACrushed : public ADamageType
{
};

// *****************************************************************************
// AFellLava (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AFellLava : public Afell
{
};

// *****************************************************************************
// ADamTypeTelefragged (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ADamTypeTelefragged : public ADamageType
{
};

// *****************************************************************************
// AGibbed (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AGibbed : public ADamageType
{
};
struct AArmor_execPrioritizeArmor_Parms
{
	INT Damage;                                                               //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
	class AArmor* ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class AArmor* FirstArmor;                                                 //0
	class AArmor* InsertAfter;                                                //0
};
struct AArmor_execArmorImpactEffect_Parms
{
	class FVector HitLocation;                                                //CPF_Parm
};
struct AArmor_execArmorPriority_Parms
{
	class UClass* DamageType;                                                 //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AArmor_execArmorAbsorbDamage_Parms
{
	INT Damage;                                                               //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT ArmorDamage;                                                          //0
};

// *****************************************************************************
// AArmor (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AArmor : public APowerups
{
public:
	class UClass* ProtectionType;                                             //CPF_Edit
	INT ArmorAbsorption;                                                      //CPF_Edit
	INT AbsorptionPriority;                                                   //CPF_Edit
	class AArmor* NextArmor;                                                  //0
};
struct AWeaponPickup_execReset_Parms
{
};
struct AWeaponPickup_execInitDroppedPickupFor_Parms
{
	class AInventory* Inv;                                                    //CPF_Parm
	class AWeapon* W;                                                         //0
};
struct AWeaponPickup_execGetRespawnTime_Parms
{
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeaponPickup_execBotDesireability_Parms
{
	class APawn* Bot;                                                         //CPF_Parm
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class AWeapon* AlreadyHas;                                                //0
	class UClass* AmmoPickupClass;                                            //0
	FLOAT desire;                                                             //0
};
struct AWeaponPickup_execDetourWeight_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	FLOAT PathWeight;                                                         //CPF_Parm
	FLOAT ReturnValue;                                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class AWeapon* AlreadyHas;                                                //0
};
struct AWeaponPickup_execAllowRepeatPickup_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AWeaponPickup_execStartSleeping_Parms
{
};
struct AWeaponPickup_execUpdateHUD_Parms
{
	class AHUD* H;                                                            //CPF_Parm
};
struct AWeaponPickup_execSetWeaponStay_Parms
{
};
struct AWeaponPickup_execPostBeginPlay_Parms
{
};

// *****************************************************************************
// AWeaponPickup (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AWeaponPickup : public APickup
{
public:
	BITFIELD bWeaponStay : 1;                                                 //0
	BITFIELD bThrown : 1;                                                     //CPF_Edit
	INT AmmoAmount[2];                                                        //CPF_Edit
};

// -----------------------------------------------------------------------------
// FMapItem ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FMapItem
{
public:
	class FString MapName;                                                //CPF_Edit|CPF_NeedCtorLink
	class FString OptionString;                                           //CPF_Edit|CPF_NeedCtorLink
	class FString FullURL;                                                //CPF_Edit|CPF_NeedCtorLink
	TArray<struct FKeyValuePair> Options;                                 //CPF_Edit|CPF_NeedCtorLink
};
struct AMapList_execSetMaplist_Parms
{
	INT CurrentNum;                                                           //CPF_Parm
	TArray<class FString> NewMaps;                                            //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMapList_execStaticHasInvalidMaps_Parms
{
	BITFIELD bReadOnly : 1;                                                   //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
	INT j;                                                                    //0
	BITFIELD bInvalid : 1;                                                    //0
	TArray<struct FMapRecord> Recs;                                           //CPF_NeedCtorLink
	class FString URL;                                                        //CPF_NeedCtorLink
	class FString MapName;                                                    //CPF_NeedCtorLink
};
struct AMapList_execHasInvalidMaps_Parms
{
	BITFIELD bReadOnly : 1;                                                   //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
	BITFIELD bInvalid : 1;                                                    //0
};
struct AMapList_execStaticGetMaps_Parms
{
	TArray<class FString> ReturnValue;                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AMapList_execGetMaps_Parms
{
	TArray<class FString> ReturnValue;                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AMapList_execGetMap_Parms
{
	INT MapIndex;                                                             //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AMapList_execFindCacheIndex_Parms
{
	class FString MapName;                                                    //CPF_Parm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
	class FString tmp;                                                        //CPF_NeedCtorLink
};
struct AMapList_execUpdateMapNum_Parms
{
	INT NewMapNum;                                                            //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AMapList_execGetNextMap_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	struct FMapItem Item;                                                     //CPF_NeedCtorLink
	TArray<struct FMapItem> ArItem;                                           //CPF_NeedCtorLink
	class FString CurrentMap;                                                 //CPF_NeedCtorLink
	INT i;                                                                    //0
};
struct AMapList_eventPostBeginPlay_Parms
{
};
struct AMapList_eventPreBeginPlay_Parms
{
};

// *****************************************************************************
// AMapList (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AMapList : public AInfo
{
public:
	TArray<struct FMapRecord> CachedMaps;                                     //CPF_NeedCtorLink
	TArray<class FString> Maps;                                               //CPF_Edit|CPF_Config|CPF_NeedCtorLink
	INT MapNum;                                                               //CPF_Config
};
struct AGameRules_execCheckScore_Parms
{
	class APlayerReplicationInfo* Scorer;                                     //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameRules_execCheckEndGame_Parms
{
	class APlayerReplicationInfo* Winner;                                     //CPF_Parm
	class FString Reason;                                                     //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameRules_execHandleRestartGame_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameRules_execGetServerDetails_Parms
{
	struct FServerResponseLine ServerState;                                   //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
};
struct AGameRules_execGetRules_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	class FString ResultSet;                                                  //CPF_NeedCtorLink
};
struct AGameRules_execFindPlayerStart_Parms
{
	class AController* Player;                                                //CPF_Parm
	BYTE InTeam;                                                              //CPF_Parm
	class FString incomingName;                                               //CPF_Parm|CPF_NeedCtorLink
	class ANavigationPoint* ReturnValue;                                      //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameRules_execAddGameRules_Parms
{
	class AGameRules* GR;                                                     //CPF_Parm
};
struct AGameRules_execNetDamage_Parms
{
	INT OriginalDamage;                                                       //CPF_Parm
	INT Damage;                                                               //CPF_Parm
	class APawn* injured;                                                     //CPF_Parm
	class APawn* instigatedBy;                                                //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
	class FVector Momentum;                                                   //CPF_Parm|CPF_OutParm
	class UClass* DamageType;                                                 //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameRules_execCriticalPlayer_Parms
{
	class AController* Other;                                                 //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameRules_execScoreKill_Parms
{
	class AController* Killer;                                                //CPF_Parm
	class AController* Killed;                                                //CPF_Parm
};
struct AGameRules_execScoreObjective_Parms
{
	class APlayerReplicationInfo* Scorer;                                     //CPF_Parm
	INT Score;                                                                //CPF_Parm
};
struct AGameRules_execPreventSever_Parms
{
	class APawn* Killed;                                                      //CPF_Parm
	FName BoneName;                                                           //CPF_Parm
	INT Damage;                                                               //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameRules_execPreventDeath_Parms
{
	class APawn* Killed;                                                      //CPF_Parm
	class AController* Killer;                                                //CPF_Parm
	class UClass* DamageType;                                                 //CPF_Parm
	class FVector HitLocation;                                                //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AGameRules_execOverridePickupQuery_Parms
{
	class APawn* Other;                                                       //CPF_Parm
	class APickup* Item;                                                      //CPF_Parm
	BYTE bAllowPickup;                                                        //CPF_Parm|CPF_OutParm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};

// *****************************************************************************
// AGameRules (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AGameRules : public AInfo
{
public:
	class AGameRules* NextGameRules;                                          //0
};

// -----------------------------------------------------------------------------
// FAccumulationData ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FAccumulationData
{
public:
	class FString Name;                                                   //CPF_NeedCtorLink
	INT VoteCount;                                                        //0
};

// -----------------------------------------------------------------------------
// FKickVoteScore ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FKickVoteScore
{
public:
	INT PlayerID;                                                         //0
	INT Team;                                                             //0
	INT KickVoteCount;                                                    //0
};

// -----------------------------------------------------------------------------
// FMapVoteScore ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FMapVoteScore
{
public:
	INT MapIndex;                                                         //0
	INT GameConfigIndex;                                                  //0
	INT VoteCount;                                                        //0
};

// -----------------------------------------------------------------------------
// FMapHistoryInfo ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FMapHistoryInfo
{
public:
	class FString M;                                                      //CPF_NeedCtorLink
	INT P;                                                                //0
	INT S;                                                                //0
	class FString G;                                                      //CPF_NeedCtorLink
	class FString U;                                                      //CPF_NeedCtorLink
};

// -----------------------------------------------------------------------------
// FMapVoteMapList ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FMapVoteMapList
{
public:
	class FString MapName;                                                //CPF_NeedCtorLink
	INT PlayCount;                                                        //0
	INT Sequence;                                                         //0
	BITFIELD bEnabled : 1;                                                //0
};

// -----------------------------------------------------------------------------
// FMapVoteGameConfigLite ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FMapVoteGameConfigLite
{
public:
	class FString GameClass;                                              //CPF_NeedCtorLink
	class FString Prefix;                                                 //CPF_NeedCtorLink
	class FString GameName;                                               //CPF_NeedCtorLink
};

// -----------------------------------------------------------------------------
// FMapVoteGameConfig ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FMapVoteGameConfig
{
public:
	class FString GameClass;                                              //CPF_NeedCtorLink
	class FString Prefix;                                                 //CPF_NeedCtorLink
	class FString Acronym;                                                //CPF_NeedCtorLink
	class FString GameName;                                               //CPF_NeedCtorLink
	class FString Mutators;                                               //CPF_NeedCtorLink
	class FString Options;                                                //CPF_NeedCtorLink
};
struct AVotingHandler_execGetServerDetails_Parms
{
	struct FServerResponseLine ServerState;                                   //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
};
struct AVotingHandler_execReloadAll_Parms
{
	BITFIELD bParam : 1;                                                      //CPF_Parm
};
struct AVotingHandler_execIsEnabled_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVotingHandler_execFillPlayInfo_Parms
{
	class UPlayInfo* PlayInfo;                                                //CPF_Parm
};
struct AVotingHandler_execGetConfigArrayItemCount_Parms
{
	class FString ConfigArrayName;                                            //CPF_Parm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVotingHandler_execUpdateConfigArrayItem_Parms
{
	class FString ConfigArrayName;                                            //CPF_Parm|CPF_NeedCtorLink
	INT RowIndex;                                                             //CPF_Parm
	INT ColumnIndex;                                                          //CPF_Parm
	class FString NewValue;                                                   //CPF_Parm|CPF_NeedCtorLink
};
struct AVotingHandler_execAddConfigArrayItem_Parms
{
	class FString ConfigArrayName;                                            //CPF_Parm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVotingHandler_execDeleteConfigArrayItem_Parms
{
	class FString ConfigArrayName;                                            //CPF_Parm|CPF_NeedCtorLink
	INT RowIndex;                                                             //CPF_Parm
};
struct AVotingHandler_execGetConfigArrayColumnTitle_Parms
{
	class FString ConfigArrayName;                                            //CPF_Parm|CPF_NeedCtorLink
	INT ColumnIndex;                                                          //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AVotingHandler_execGetConfigArrayData_Parms
{
	class FString ConfigArrayName;                                            //CPF_Parm|CPF_NeedCtorLink
	INT RowIndex;                                                             //CPF_Parm
	INT ColumnIndex;                                                          //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AVotingHandler_execHandleRestartGame_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AVotingHandler_execPlayerExit_Parms
{
	class AController* Exiting;                                               //CPF_Parm
};
struct AVotingHandler_execPlayerJoin_Parms
{
	class APlayerController* Player;                                          //CPF_Parm
};

// *****************************************************************************
// AVotingHandler (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AVotingHandler : public AInfo
{
};

// -----------------------------------------------------------------------------
// NotPlaying ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT NotPlaying
{
};
struct AMessagingSpectator_execInitPlayerReplicationInfo_Parms
{
};
struct AMessagingSpectator_eventPostBeginPlay_Parms
{
};

// *****************************************************************************
// AMessagingSpectator (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AMessagingSpectator : public APlayerController
{
};

// -----------------------------------------------------------------------------
// FMaplistRecordGroup ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FMaplistRecordGroup
{
public:
	class FString GameType;                                               //CPF_NeedCtorLink
	INT Active;                                                           //0
	INT LastActive;                                                       //0
	TArray<struct FMapItem> AllMaps;                                      //CPF_NeedCtorLink
	TArray<class UMaplistRecord*> Records;                                //CPF_NeedCtorLink
};

// -----------------------------------------------------------------------------
// FGameRecordGroup ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT FGameRecordGroup
{
public:
	class FString GameType;                                               //CPF_Edit|CPF_NeedCtorLink
	class FString ActiveMaplist;                                          //CPF_Edit|CPF_NeedCtorLink
};
struct AMaplistManager_eventPreBeginPlay_Parms
{
	INT i;                                                                    //0
	INT idx;                                                                  //0
};
struct AMaplistManager_execMaplistDirty_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT RecordIndex;                                                          //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManager_execValidName_Parms
{
	class FString S;                                                          //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
	INT j;                                                                    //0
};
struct AMaplistManager_execValidGameType_Parms
{
	class FString GameType;                                                   //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct AMaplistManager_execValidGameIndex_Parms
{
	INT i;                                                                    //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManager_execValidCacheGameIndex_Parms
{
	INT i;                                                                    //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManager_execGetActiveMap_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT RecordIndex;                                                          //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManager_execGetActiveList_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManager_execGetMapListTitle_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT RecordIndex;                                                          //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AMaplistManager_execGetRecordIndex_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	class FString MapListName;                                                //CPF_Parm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
	TArray<class UMaplistRecord*> Records;                                    //CPF_NeedCtorLink
};
struct AMaplistManager_execGetMapIndex_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT RecordIndex;                                                          //CPF_Parm
	class FString MapName;                                                    //CPF_Parm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManager_execFindMaplistContaining_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	class FString MapName;                                                    //CPF_Parm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
	INT idx;                                                                  //0
};
struct AMaplistManager_execGetCacheMapList_Parms
{
	class FString Acronym;                                                    //CPF_Parm|CPF_NeedCtorLink
	TArray<class FString> ReturnValue;                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	INT i;                                                                    //0
	INT j;                                                                    //0
	TArray<struct FMapRecord> TempRecords;                                    //CPF_NeedCtorLink
	TArray<class FString> Arr;                                                //CPF_NeedCtorLink
};
struct AMaplistManager_execGetAvailableMaps_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	TArray<struct FMapItem> Ar;                                               //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManager_execGetMapList_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT RecordIndex;                                                          //CPF_Parm
	TArray<class FString> ReturnValue;                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	TArray<class FString> Maps;                                               //CPF_NeedCtorLink
};
struct AMaplistManager_execGetMapURL_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT RecordIndex;                                                          //CPF_Parm
	INT MapIndex;                                                             //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AMaplistManager_execGetMapTitle_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT RecordIndex;                                                          //CPF_Parm
	INT MapIndex;                                                             //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AMaplistManager_execGetActiveMapName_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT RecordIndex;                                                          //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AMaplistManager_execGetCurrentMapRotation_Parms
{
	TArray<class FString> ReturnValue;                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	INT GameIndex;                                                            //0
	INT RecordIndex;                                                          //0
	INT CurrentMap;                                                           //0
	INT i;                                                                    //0
	TArray<class FString> Ar;                                                 //CPF_NeedCtorLink
};
struct AMaplistManager_execGetMapListNames_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	TArray<class FString> ReturnValue;                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	INT i;                                                                    //0
	INT idx;                                                                  //0
	TArray<class UMaplistRecord*> Records;                                    //CPF_NeedCtorLink
	TArray<class FString> Arr;                                                //CPF_NeedCtorLink
};
struct AMaplistManager_execGetCacheGameIndex_Parms
{
	class FString GameType;                                                   //CPF_Parm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct AMaplistManager_execGetGameIndex_Parms
{
	class FString GameType;                                                   //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct AMaplistManager_execSetActiveMap_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT RecordIndex;                                                          //CPF_Parm
	INT MapIndex;                                                             //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManager_execShiftMap_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT RecordIndex;                                                          //CPF_Parm
	class FString MapName;                                                    //CPF_Parm|CPF_NeedCtorLink
	INT Count;                                                                //CPF_Parm
	INT i;                                                                    //0
	TArray<struct FMapItem> Maps;                                             //CPF_NeedCtorLink
};
struct AMaplistManager_execRemoveMap_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT RecordIndex;                                                          //CPF_Parm
	class FString MapName;                                                    //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManager_execInsertMap_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT RecordIndex;                                                          //CPF_Parm
	class FString MapName;                                                    //CPF_Parm|CPF_NeedCtorLink
	INT ListIndex;                                                            //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManager_execAddMap_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT RecordIndex;                                                          //CPF_Parm
	class FString MapName;                                                    //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManager_execSetActiveList_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT NewActive;                                                            //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct AMaplistManager_execApplyMapList_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT RecordIndex;                                                          //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class UClass* ListClass;                                                  //0
	INT i;                                                                    //0
};
struct AMaplistManager_execResetGame_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT i;                                                                    //0
	INT RecordIndex;                                                          //0
};
struct AMaplistManager_execSaveGame_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
	INT Active;                                                               //0
};
struct AMaplistManager_execResetList_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT RecordIndex;                                                          //CPF_Parm
};
struct AMaplistManager_execClearList_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT RecordIndex;                                                          //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManager_execSaveMapList_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT RecordIndex;                                                          //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManager_execRemoveList_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT RecordIndex;                                                          //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
	INT idx;                                                                  //0
};
struct AMaplistManager_execRenameList_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT RecordIndex;                                                          //CPF_Parm
	class FString NewName;                                                    //CPF_Parm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class UMaplistRecord* OldRecord;                                          //0
	BITFIELD IsActive : 1;                                                    //0
};
struct AMaplistManager_execAddList_Parms
{
	class FString GameType;                                                   //CPF_Parm|CPF_NeedCtorLink
	class FString NewName;                                                    //CPF_Parm|CPF_NeedCtorLink
	TArray<class FString> Maps;                                               //CPF_Parm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
	class UMaplistRecord* NewRecord;                                          //0
	class FString DesiredName;                                                //CPF_NeedCtorLink
};
struct AMaplistManager_execMapChange_Parms
{
	class FString NewMap;                                                     //CPF_Parm|CPF_NeedCtorLink
	INT i;                                                                    //0
	INT GameIndex;                                                            //0
	INT RecordIndex;                                                          //0
};
struct AMaplistManager_execValidRecordIndex_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT MapListIndex;                                                         //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManager_execGetRecords_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	TArray<class UMaplistRecord*> ReturnValue;                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AMaplistManager_execIsNewGameType_Parms
{
	class FString GameClassName;                                              //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManager_execCreateRecord_Parms
{
	class FString RecordName;                                                 //CPF_Parm|CPF_NeedCtorLink
	class UMaplistRecord* ReturnValue;                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManager_execSave_Parms
{
};
struct AMaplistManager_execGetStoredGameIndex_Parms
{
	class FString GameType;                                                   //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct AMaplistManager_execRemoveRecord_Parms
{
	INT GameIndex;                                                            //CPF_Parm
	INT RecordIndex;                                                          //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManager_execRemoveGame_Parms
{
	INT i;                                                                    //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct AMaplistManager_execGenerateGroupMaplist_Parms
{
	INT GroupIndex;                                                           //CPF_Parm
	INT i;                                                                    //0
	INT j;                                                                    //0
	TArray<struct FMapRecord> Records;                                        //CPF_NeedCtorLink
	struct FMapItem Item;                                                     //CPF_NeedCtorLink
	struct FKeyValuePair Option;                                              //CPF_NeedCtorLink
	class FString OptionName;                                                 //CPF_NeedCtorLink
	class FString OptionValueString;                                          //CPF_NeedCtorLink
	TArray<class FString> Options;                                            //CPF_NeedCtorLink
};
struct AMaplistManager_execAddGameType_Parms
{
	class FString NewGameType;                                                //CPF_Parm|CPF_CoerceParm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct AMaplistManager_execAddGroup_Parms
{
	class FString GameType;                                                   //CPF_Parm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct AMaplistManager_execAddMaplistRecord_Parms
{
	class UMaplistRecord* Rec;                                                //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
	INT j;                                                                    //0
};
struct AMaplistManager_execInitializeActiveLists_Parms
{
	INT i;                                                                    //0
	INT RecordIndex;                                                          //0
	INT idx;                                                                  //0
};
struct AMaplistManager_execInitializeMaplistRecords_Parms
{
	INT i;                                                                    //0
	INT cnt;                                                                  //0
	class UMaplistRecord* Rec;                                                //0
};
struct AMaplistManager_execGetDefaultMaps_Parms
{
	class FString MapListClassName;                                           //CPF_Parm|CPF_NeedCtorLink
	TArray<class FString> Maps;                                               //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class UClass* List;                                                       //0
};
struct AMaplistManager_execCreateDefaultList_Parms
{
	INT i;                                                                    //CPF_Parm
	class FString ListName;                                                   //CPF_NeedCtorLink
	TArray<class FString> Arr;                                                //CPF_NeedCtorLink
};
struct AMaplistManager_eventDestroyed_Parms
{
};

// *****************************************************************************
// AMaplistManager (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AMaplistManager : public AMaplistManagerBase
{
public:
	TArray<struct FGameRecordGroup> Games;                                    //CPF_Config|CPF_NeedCtorLink
	TArray<class FString> MaplistRecordNames;                                 //CPF_NeedCtorLink
	TArray<struct FGameRecord> CachedGames;                                   //CPF_NeedCtorLink
	TArray<struct FMaplistRecordGroup> Groups;                                //CPF_NeedCtorLink
	class FString DefaultListName;                                            //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class FString InvalidGameType;                                            //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class FString ReallyInvalidGameType;                                      //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	class FString DefaultListExists;                                          //CPF_Edit|CPF_Localized|CPF_NeedCtorLink
	BITFIELD bDirty : 1;                                                      //0
};

// *****************************************************************************
// UEFFECT_WaterVolume (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UEFFECT_WaterVolume : public UI3DL2Listener
{
};
struct AHudOverlay_execDestroyed_Parms
{
};
struct AHudOverlay_execRender_Parms
{
	class UCanvas* C;                                                         //CPF_Parm
};

// *****************************************************************************
// AHudOverlay (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AHudOverlay : public AActor
{
};
struct AFailedConnect_execGetString_Parms
{
	INT Switch;                                                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_1;                               //CPF_Parm
	class APlayerReplicationInfo* RelatedPRI_2;                               //CPF_Parm
	class UObject* OptionalObject;                                            //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct AFailedConnect_execGetFailSwitch_Parms
{
	class FString FailString;                                                 //CPF_Parm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};

// *****************************************************************************
// AFailedConnect (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AFailedConnect : public ALocalMessage
{
public:
	class FString FailMessage[4];                                             //CPF_Localized|CPF_NeedCtorLink
};
struct UxAdminUser_execUnlinkGroups_Parms
{
	INT i;                                                                    //0
};
struct UxAdminUser_execGetManagedUsers_Parms
{
	class UxAdminGroupList* uAllGroups;                                       //CPF_Parm
	class UxAdminUserList* ReturnValue;                                       //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class UxAdminUserList* retList;                                           //0
	class UxAdminUserList* uList;                                             //0
	class UxAdminGroupList* uGroups;                                          //0
	INT i;                                                                    //0
	INT j;                                                                    //0
};
struct UxAdminUser_execGetManagedGroup_Parms
{
	class FString GroupName;                                                  //CPF_Parm|CPF_NeedCtorLink
	class UxAdminGroup* ReturnValue;                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UxAdminUser_execGetGroup_Parms
{
	class FString GroupName;                                                  //CPF_Parm|CPF_NeedCtorLink
	class UxAdminGroup* ReturnValue;                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UxAdminUser_execMaxSecLevel_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
	INT M;                                                                    //0
};
struct UxAdminUser_execValidName_Parms
{
	class FString uname;                                                      //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct UxAdminUser_execValidPass_Parms
{
	class FString upass;                                                      //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct UxAdminUser_execCanManageUser_Parms
{
	class UxAdminUser* User;                                                  //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct UxAdminUser_execCanManageGroup_Parms
{
	class UxAdminGroup* Group;                                                //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UxAdminUser_execMergePrivs_Parms
{
	class FString newprivs;                                                   //CPF_Parm|CPF_NeedCtorLink
	class FString priv;                                                       //CPF_NeedCtorLink
	INT pos;                                                                  //0
};
struct UxAdminUser_execRedoMergedPrivs_Parms
{
	INT i;                                                                    //0
};
struct UxAdminUser_execHasPrivilege_Parms
{
	class FString priv;                                                       //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UxAdminUser_execAddManagedGroupsByName_Parms
{
	class UxAdminGroupList* lGroups;                                          //CPF_Parm
	TArray<class FString> aGroupNames;                                        //CPF_Parm|CPF_NeedCtorLink
	INT i;                                                                    //0
};
struct UxAdminUser_execAddGroupsByName_Parms
{
	class UxAdminGroupList* lGroups;                                          //CPF_Parm
	TArray<class FString> aGroupNames;                                        //CPF_Parm|CPF_NeedCtorLink
	INT i;                                                                    //0
};
struct UxAdminUser_execRemoveManagedGroup_Parms
{
	class UxAdminGroup* Group;                                                //CPF_Parm
};
struct UxAdminUser_execAddManagedGroup_Parms
{
	class UxAdminGroup* Group;                                                //CPF_Parm
};
struct UxAdminUser_execRemoveGroup_Parms
{
	class UxAdminGroup* Group;                                                //CPF_Parm
};
struct UxAdminUser_execAddGroup_Parms
{
	class UxAdminGroup* Group;                                                //CPF_Parm
};
struct UxAdminUser_execInit_Parms
{
	class FString uname;                                                      //CPF_Parm|CPF_NeedCtorLink
	class FString Pass;                                                       //CPF_Parm|CPF_NeedCtorLink
	class FString privs;                                                      //CPF_Parm|CPF_NeedCtorLink
};
struct UxAdminUser_execCreated_Parms
{
};

// *****************************************************************************
// UxAdminUser (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UxAdminUser : public UXAdminBase
{
public:
	class FString Username;                                                   //CPF_NeedCtorLink
	class FString Password;                                                   //CPF_NeedCtorLink
	class FString Privileges;                                                 //CPF_NeedCtorLink
	class FString MergedPrivs;                                                //CPF_NeedCtorLink
	class UxAdminGroupList* Groups;                                           //0
	class UxAdminGroupList* ManagedGroups;                                    //0
	BITFIELD bMasterAdmin : 1;                                                //0
};
struct UxAdminGroup_execHasPrivilege_Parms
{
	class FString priv;                                                       //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UxAdminGroup_execRemoveUser_Parms
{
	class UxAdminUser* User;                                                  //CPF_Parm
};
struct UxAdminGroup_execUnlinkUsers_Parms
{
	INT i;                                                                    //0
};
struct UxAdminGroup_execValidName_Parms
{
	class FString uname;                                                      //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct UxAdminGroup_execSetPrivs_Parms
{
	class FString privs;                                                      //CPF_Parm|CPF_NeedCtorLink
	INT i;                                                                    //0
};
struct UxAdminGroup_execInit_Parms
{
	class FString sGroupName;                                                 //CPF_Parm|CPF_NeedCtorLink
	class FString sPrivileges;                                                //CPF_Parm|CPF_NeedCtorLink
	BYTE nGameSecLevel;                                                       //CPF_Parm
};
struct UxAdminGroup_execCreated_Parms
{
};

// *****************************************************************************
// UxAdminGroup (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UxAdminGroup : public UXAdminBase
{
public:
	class FString GroupName;                                                  //CPF_NeedCtorLink
	class FString Privileges;                                                 //CPF_NeedCtorLink
	BYTE GameSecLevel;                                                        //0
	class UxAdminUserList* Users;                                             //0
	class UxAdminUserList* Managers;                                          //0
	BITFIELD bMasterAdmin : 1;                                                //0
};
struct UxAdminUserList_execFindByName_Parms
{
	class FString Username;                                                   //CPF_Parm|CPF_NeedCtorLink
	class UxAdminUser* ReturnValue;                                           //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct UxAdminUserList_execContains_Parms
{
	class UxAdminUser* User;                                                  //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct UxAdminUserList_execClear_Parms
{
};
struct UxAdminUserList_execRemove_Parms
{
	class UxAdminUser* User;                                                  //CPF_Parm
	INT i;                                                                    //0
};
struct UxAdminUserList_execGet_Parms
{
	INT i;                                                                    //CPF_Parm
	class UxAdminUser* ReturnValue;                                           //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UxAdminUserList_execAdd_Parms
{
	class UxAdminUser* NewUser;                                               //CPF_Parm
};
struct UxAdminUserList_execCreate_Parms
{
	class FString Username;                                                   //CPF_Parm|CPF_NeedCtorLink
	class FString Password;                                                   //CPF_Parm|CPF_NeedCtorLink
	class FString Privileges;                                                 //CPF_Parm|CPF_NeedCtorLink
	class UxAdminUser* ReturnValue;                                           //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class UxAdminUser* NewUser;                                               //0
};
struct UxAdminUserList_execCount_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};

// *****************************************************************************
// UxAdminUserList (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UxAdminUserList : public UXAdminBase
{
public:
	TArray<class UxAdminUser*> Users;                                         //CPF_NeedCtorLink
};
struct UxAdminGroupList_execClear_Parms
{
};
struct UxAdminGroupList_execFindMasterGroup_Parms
{
	class UxAdminGroup* ReturnValue;                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct UxAdminGroupList_execContains_Parms
{
	class UxAdminGroup* Group;                                                //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct UxAdminGroupList_execFindByName_Parms
{
	class FString GroupName;                                                  //CPF_Parm|CPF_NeedCtorLink
	class UxAdminGroup* ReturnValue;                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct UxAdminGroupList_execGet_Parms
{
	INT Index;                                                                //CPF_Parm
	class UxAdminGroup* ReturnValue;                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UxAdminGroupList_execRemove_Parms
{
	class UxAdminGroup* Group;                                                //CPF_Parm
	INT i;                                                                    //0
};
struct UxAdminGroupList_execAdd_Parms
{
	class UxAdminGroup* Group;                                                //CPF_Parm
};
struct UxAdminGroupList_execCreateGroup_Parms
{
	class FString GroupName;                                                  //CPF_Parm|CPF_NeedCtorLink
	class FString Privileges;                                                 //CPF_Parm|CPF_NeedCtorLink
	BYTE GameSecLevel;                                                        //CPF_Parm
	class UxAdminGroup* ReturnValue;                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class UxAdminGroup* NewGroup;                                             //0
};
struct UxAdminGroupList_execCount_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};

// *****************************************************************************
// UxAdminGroupList (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UxAdminGroupList : public UXAdminBase
{
public:
	TArray<class UxAdminGroup*> Groups;                                       //CPF_NeedCtorLink
};
struct UxPrivilegeBase_eventCreated_Parms
{
};

// *****************************************************************************
// UxPrivilegeBase (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UxPrivilegeBase : public UObject
{
public:
	class FString LoadMsg;                                                    //CPF_Localized|CPF_NeedCtorLink
	class FString MainPrivs;                                                  //CPF_Localized|CPF_NeedCtorLink
	class FString SubPrivs;                                                   //CPF_Localized|CPF_NeedCtorLink
	TArray<class FString> Tags;                                               //CPF_Localized|CPF_NeedCtorLink
};
struct UAdmin_execDoLogout_Parms
{
};
struct UAdmin_execDoLogin_Parms
{
	class FString Username;                                                   //CPF_Parm|CPF_NeedCtorLink
	class FString Password;                                                   //CPF_Parm|CPF_NeedCtorLink
};

// *****************************************************************************
// UAdmin (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UAdmin : public UAdminBase
{
};

// *****************************************************************************
// ADamRanOver (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ADamRanOver : public ADamageType
{
};
struct AShadowProjector_execTick_Parms
{
	FLOAT DeltaTime;                                                          //CPF_Parm
};
struct AShadowProjector_execUpdateShadow_Parms
{
	class FCoords C;                                                          //0
};
struct AShadowProjector_execInitShadow_Parms
{
	class FPlane BoundingSphere;                                              //0
};
struct AShadowProjector_eventDestroyed_Parms
{
};
struct AShadowProjector_eventPostBeginPlay_Parms
{
};

// *****************************************************************************
// AShadowProjector (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AShadowProjector : public AProjector
{
public:
	class AActor* ShadowActor;                                                //CPF_Edit
	class FVector LightDirection;                                             //CPF_Edit
	FLOAT LightDistance;                                                      //CPF_Edit
	BITFIELD RootMotion : 1;                                                  //CPF_Edit
	BITFIELD bBlobShadow : 1;                                                 //CPF_Edit
	BITFIELD bShadowActive : 1;                                               //CPF_Edit
	class UShadowBitmapMaterial* ShadowTexture;                               //0
};

// *****************************************************************************
// UMatchInfo (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UMatchInfo : public UObject
{
public:
	class FString LevelName;                                                  //CPF_NeedCtorLink
	class FString MenuName;                                                   //CPF_Localized|CPF_NeedCtorLink
	class FString EnemyTeamName;                                              //CPF_NeedCtorLink
	class FString SpecialEvent;                                               //CPF_NeedCtorLink
	FLOAT DifficultyModifier;                                                 //0
	FLOAT GoalScore;                                                          //0
	class FString URLString;                                                  //CPF_NeedCtorLink
	class FString MenuDescription;                                            //CPF_NeedCtorLink
	INT NumBots;                                                              //0
	class FString GameType;                                                   //CPF_NeedCtorLink
	class FString ThumbName;                                                  //CPF_NeedCtorLink
};

#define UCONST_DMLadderIndex 0
#define UCONST_TDMLadderIndex 1
#define UCONST_DOMLadderIndex 2
#define UCONST_CTFLadderIndex 3
#define UCONST_BRLadderIndex 4
#define UCONST_ChampionshipLadderIndex 5

struct ULadderInfo_execLengthOfLadder_Parms
{
	INT Ladder;                                                               //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ULadderInfo_execGetMatchDescription_Parms
{
	class UGameProfile* G;                                                    //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	class FString retval;                                                     //CPF_NeedCtorLink
};
struct ULadderInfo_execMakeURLFor_Parms
{
	class UGameProfile* G;                                                    //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	class UMatchInfo* M;                                                      //0
	class FString URL;                                                        //CPF_NeedCtorLink
};
struct ULadderInfo_execGetCurrentMatchInfo_Parms
{
	class UGameProfile* G;                                                    //CPF_Parm
	class UMatchInfo* ReturnValue;                                            //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct ULadderInfo_execGetMatchInfo_Parms
{
	INT Ladder;                                                               //CPF_Parm
	INT rung;                                                                 //CPF_Parm
	class UMatchInfo* ReturnValue;                                            //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	TArray<class UMatchInfo*> matcharray;                                     //CPF_NeedCtorLink
};
struct ULadderInfo_execUpdateLadders_Parms
{
	class UGameProfile* G;                                                    //CPF_Parm
	INT CurrentLadder;                                                        //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	class FString SpecialEvent;                                               //CPF_NeedCtorLink
};

// *****************************************************************************
// ULadderInfo (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT ULadderInfo : public UObject
{
public:
	TArray<class UMatchInfo*> DMMatches;                                      //CPF_Edit|CPF_NeedCtorLink|CPF_0x04000000
	TArray<class UMatchInfo*> TDMMatches;                                     //CPF_Edit|CPF_NeedCtorLink|CPF_0x04000000
	TArray<class UMatchInfo*> DOMMatches;                                     //CPF_Edit|CPF_NeedCtorLink|CPF_0x04000000
	TArray<class UMatchInfo*> CTFMatches;                                     //CPF_Edit|CPF_NeedCtorLink|CPF_0x04000000
	TArray<class UMatchInfo*> BRMatches;                                      //CPF_Edit|CPF_NeedCtorLink|CPF_0x04000000
	TArray<class UMatchInfo*> ChampionshipMatches;                            //CPF_Edit|CPF_NeedCtorLink|CPF_0x04000000
	INT OpenNextLadderAtRung[5];                                              //0
};
struct UMaplistRecord_execCreateMapItemList_Parms
{
	TArray<class FString> MapURLs;                                            //CPF_Parm|CPF_NeedCtorLink
	TArray<struct FMapItem> MapItems;                                         //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	INT i;                                                                    //0
	struct FMapItem Item;                                                     //CPF_NeedCtorLink
};
struct UMaplistRecord_execCreateMapItem_Parms
{
	class FString FullMapURL;                                                 //CPF_Parm|CPF_NeedCtorLink
	struct FMapItem Item;                                                     //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	struct FKeyValuePair Pair;                                                //CPF_NeedCtorLink
	class FString str;                                                        //CPF_NeedCtorLink
};
struct UMaplistRecord_execCreateMapOption_Parms
{
	class FString MapOptionString;                                            //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	struct FKeyValuePair ReturnValue;                                         //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	struct FKeyValuePair Pair;                                                //CPF_NeedCtorLink
};
struct UMaplistRecord_execGetBaseMapName_Parms
{
	class FString FullMapURL;                                                 //CPF_Parm|CPF_OutParm|CPF_NeedCtorLink
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	INT i;                                                                    //0
	class FString str;                                                        //CPF_NeedCtorLink
};
struct UMaplistRecord_execItemHasOption_Parms
{
	struct FMapItem Item;                                                     //CPF_Parm|CPF_NeedCtorLink
	struct FKeyValuePair Option;                                              //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct UMaplistRecord_execMapHasOption_Parms
{
	INT MapIndex;                                                             //CPF_Parm
	struct FKeyValuePair Option;                                              //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UMaplistRecord_execEqualEqual_KeyValuePairKeyValuePair_Parms
{
	struct FKeyValuePair A;                                                   //CPF_Parm|CPF_NeedCtorLink
	struct FKeyValuePair B;                                                   //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UMaplistRecord_execValidOptionIndex_Parms
{
	INT MapIndex;                                                             //CPF_Parm
	INT OptionIndex;                                                          //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UMaplistRecord_execValidIndex_Parms
{
	INT i;                                                                    //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UMaplistRecord_execValidMap_Parms
{
	class FString MapName;                                                    //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UMaplistRecord_execGetOptionIndex_Parms
{
	INT MapIndex;                                                             //CPF_Parm
	struct FKeyValuePair Option;                                              //CPF_Parm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct UMaplistRecord_execGetMapItemIndex_Parms
{
	struct FMapItem Item;                                                     //CPF_Parm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct UMaplistRecord_execGetMapIndex_Parms
{
	class FString MapName;                                                    //CPF_Parm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	struct FMapItem Item;                                                     //CPF_NeedCtorLink
};
struct UMaplistRecord_execEqualEqual_MapItemMapItem_Parms
{
	struct FMapItem A;                                                        //CPF_Parm|CPF_NeedCtorLink
	struct FMapItem B;                                                        //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
	INT j;                                                                    //0
};
struct UMaplistRecord_execGetActiveMapIndex_Parms
{
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UMaplistRecord_execGetCacheIndex_Parms
{
	class FString MapName;                                                    //CPF_Parm|CPF_NeedCtorLink
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
	class FString str;                                                        //CPF_NeedCtorLink
};
struct UMaplistRecord_execIsDirty_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UMaplistRecord_execGetAllMapURL_Parms
{
	TArray<class FString> ReturnValue;                                        //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
	INT i;                                                                    //0
	TArray<class FString> Ar;                                                 //CPF_NeedCtorLink
};
struct UMaplistRecord_execGetMaps_Parms
{
	TArray<struct FMapItem> ReturnValue;                                      //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct UMaplistRecord_execGetMapURL_Parms
{
	INT Index;                                                                //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct UMaplistRecord_execGetMapName_Parms
{
	INT i;                                                                    //CPF_Parm
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct UMaplistRecord_execGetActiveMapURL_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct UMaplistRecord_execGetActiveMapName_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct UMaplistRecord_execGetGameType_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct UMaplistRecord_execGetTitle_Parms
{
	class FString ReturnValue;                                                //CPF_Parm|CPF_OutParm|CPF_ReturnParm|CPF_NeedCtorLink
};
struct UMaplistRecord_execSetMapOptions_Parms
{
	INT MapIndex;                                                             //CPF_Parm
	class FString OptionString;                                               //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	class FString MapName;                                                    //CPF_NeedCtorLink
};
struct UMaplistRecord_execRemoveMap_Parms
{
	class FString MapName;                                                    //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
	struct FMapItem Item;                                                     //CPF_NeedCtorLink
};
struct UMaplistRecord_execInsertMap_Parms
{
	class FString MapName;                                                    //CPF_Parm|CPF_NeedCtorLink
	INT Index;                                                                //CPF_Parm
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	struct FMapItem Item;                                                     //CPF_NeedCtorLink
};
struct UMaplistRecord_execAddMap_Parms
{
	class FString MapName;                                                    //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT CacheIndex;                                                           //0
	struct FMapItem Item;                                                     //CPF_NeedCtorLink
};
struct UMaplistRecord_execRefreshMapItem_Parms
{
	INT MapIndex;                                                             //CPF_Parm
	class FString FullMapURL;                                                 //CPF_NeedCtorLink
	INT i;                                                                    //0
};
struct UMaplistRecord_execRemoveOptionItem_Parms
{
	INT MapIndex;                                                             //CPF_Parm
	struct FKeyValuePair Option;                                              //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
};
struct UMaplistRecord_execRemoveOptionString_Parms
{
	INT MapIndex;                                                             //CPF_Parm
	class FString OptionString;                                               //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	struct FKeyValuePair Pair;                                                //CPF_NeedCtorLink
};
struct UMaplistRecord_execAddOptionItem_Parms
{
	INT MapIndex;                                                             //CPF_Parm
	struct FKeyValuePair Option;                                              //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UMaplistRecord_execAddOptionString_Parms
{
	INT MapIndex;                                                             //CPF_Parm
	class FString OptionString;                                               //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	struct FKeyValuePair Option;                                              //CPF_NeedCtorLink
};
struct UMaplistRecord_execClear_Parms
{
	BITFIELD bReset : 1;                                                      //CPF_Parm
};
struct UMaplistRecord_execCancelChanges_Parms
{
};
struct UMaplistRecord_execVerifyMaps_Parms
{
	INT i;                                                                    //0
};
struct UMaplistRecord_execSave_Parms
{
	INT i;                                                                    //0
};
struct UMaplistRecord_execSetMapItemList_Parms
{
	TArray<struct FMapItem> NewMaps;                                          //CPF_Parm|CPF_NeedCtorLink
};
struct UMaplistRecord_execSetMaplist_Parms
{
	TArray<class FString> NewMaps;                                            //CPF_Parm|CPF_NeedCtorLink
};
struct UMaplistRecord_execSetActiveMap_Parms
{
	INT i;                                                                    //CPF_Parm
	INT ReturnValue;                                                          //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UMaplistRecord_execSetGameType_Parms
{
	class FString NewGameType;                                                //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UMaplistRecord_execSetTitle_Parms
{
	class FString NewTitle;                                                   //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};
struct UMaplistRecord_execSetCacheMaps_Parms
{
	TArray<struct FMapItem> CacheMaps;                                        //CPF_Parm|CPF_NeedCtorLink
};
struct UMaplistRecord_eventCreated_Parms
{
};
struct UMaplistRecord_execCompareItemsSlow_Parms
{
	struct FMapItem A;                                                        //CPF_Parm|CPF_NeedCtorLink
	struct FMapItem B;                                                        //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
	INT i;                                                                    //0
	INT j;                                                                    //0
	INT MatchedA;                                                             //0
	INT MatchedB;                                                             //0
};
struct UMaplistRecord_execCompareItems_Parms
{
	struct FMapItem A;                                                        //CPF_Parm|CPF_NeedCtorLink
	struct FMapItem B;                                                        //CPF_Parm|CPF_NeedCtorLink
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};

// *****************************************************************************
// UMaplistRecord (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT UMaplistRecord : public UObject
{
public:
	BITFIELD bDirty : 1;                                                      //0
	class FString Title;                                                      //CPF_NeedCtorLink
	class FString GameType;                                                   //CPF_NeedCtorLink
	INT Active;                                                               //0
	TArray<struct FMapItem> Maps;                                             //CPF_NeedCtorLink
	class FString DefaultTitle;                                               //CPF_Config|CPF_NeedCtorLink
	class FString DefaultGameType;                                            //CPF_Config|CPF_NeedCtorLink
	INT DefaultActive;                                                        //CPF_Config
	TArray<class FString> DefaultMaps;                                        //CPF_Config|CPF_NeedCtorLink
	TArray<struct FMapItem> CachedMaps;                                       //CPF_NeedCtorLink
};

// -----------------------------------------------------------------------------
// Flying ('Struct' From Unreal)
// -----------------------------------------------------------------------------
struct DLL_IMPORT Flying
{
};
struct AFragment_execRandSpin_Parms
{
	FLOAT spinRate;                                                           //CPF_Parm
};
struct AFragment_execHitWall_Parms
{
	class FVector HitNormal;                                                  //CPF_Parm
	class AActor* HitWall;                                                    //CPF_Parm
	FLOAT Speed;                                                              //0
};
struct AFragment_execCalcVelocity_Parms
{
	class FVector Momentum;                                                   //CPF_Parm
	FLOAT ExplosionSize;                                                      //0
};
struct AFragment_execCanSplash_Parms
{
	BITFIELD ReturnValue : 1;                                                 //CPF_Parm|CPF_OutParm|CPF_ReturnParm
};

// *****************************************************************************
// AFragment (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AFragment : public AEffects
{
public:
	class UMesh* Fragments[11];                                               //CPF_Edit
	INT numFragmentTypes;                                                     //0
	BITFIELD bFirstHit : 1;                                                   //0
	class USound* ImpactSound;                                                //CPF_Edit
	class USound* AltImpactSound;                                             //CPF_Edit
	FLOAT SplashTime;                                                         //CPF_Edit
};
struct AZoneTrigger_execUnTouch_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class AZoneInfo* Z;                                                       //0
};
struct AZoneTrigger_execTouch_Parms
{
	class AActor* Other;                                                      //CPF_Parm
	class AZoneInfo* Z;                                                       //0
};

// *****************************************************************************
// AZoneTrigger (Class From Unreal)
// *****************************************************************************
class DLL_IMPORT AZoneTrigger : public ATrigger
{
};

// =============================================================================
// FActorSceneNode (Class From DLL)
// =============================================================================
class DLL_IMPORT FActorSceneNode
{
public:
	virtual void Render();//class FRenderInterface *);
	virtual ~FActorSceneNode();
	virtual class FActorSceneNode * GetActorSceneNode();
	FActorSceneNode(class FActorSceneNode const &);
	FActorSceneNode(class UViewport *, class FRenderTarget *, class AActor *, class AActor *, class FVector, class FRotator, FLOAT);
	class FActorSceneNode & operator=(class FActorSceneNode const &);
};

// =============================================================================
// FAnimMeshVertexStream (Class From DLL)
// =============================================================================
class DLL_IMPORT FAnimMeshVertexStream
{
public:
	virtual QWORD GetCacheId();
	virtual INT GetRevision();
	virtual INT GetStride();
	virtual INT GetSize();
	~FAnimMeshVertexStream();
	virtual INT GetComponents(struct FVertexComponent *);
	virtual void GetStreamData(void *);
	virtual void GetRawStreamData(void * *, INT);
	virtual INT GetPartialSize();
	virtual INT SetPartialSize(INT);
	FAnimMeshVertexStream(class FAnimMeshVertexStream const &);
	FAnimMeshVertexStream();
	class FAnimMeshVertexStream & operator=(class FAnimMeshVertexStream const &);
};

// =============================================================================
// FBezier (Class From DLL)
// =============================================================================
class DLL_IMPORT FBezier
{
public:
	virtual ~FBezier();
	FLOAT Evaluate(class FVector *, INT, class TArray<class FVector> *);
	FBezier(class FBezier const &);
	FBezier();
	class FBezier & operator=(class FBezier const &);
};

// =============================================================================
// FBspSection (Class From DLL)
// =============================================================================
class DLL_IMPORT FBspSection
{
public:
	~FBspSection();
	FBspSection(class FBspSection const &);
	FBspSection();
	class FBspSection & operator=(class FBspSection const &);
};

// =============================================================================
// FBspVertex (Class From DLL)
// =============================================================================
struct DLL_IMPORT FBspVertex
{
public:
	FBspVertex();
	struct FBspVertex & operator=(struct FBspVertex const &);
};

// =============================================================================
// FBspVertexStream (Class From DLL)
// =============================================================================
class DLL_IMPORT FBspVertexStream
{
public:
	virtual QWORD GetCacheId();
	virtual INT GetRevision();
	virtual INT GetStride();
	virtual INT GetSize();
	~FBspVertexStream();
	virtual INT GetComponents(struct FVertexComponent *);
	virtual void GetStreamData(void *);
	virtual void GetRawStreamData(void * *, INT);
	FBspVertexStream(class FBspVertexStream const &);
	FBspVertexStream();
	class FBspVertexStream & operator=(class FBspVertexStream const &);
};

// =============================================================================
// FCameraSceneNode (Class From DLL)
// =============================================================================
class DLL_IMPORT FCameraSceneNode
{
public:
	virtual void Render();//class FRenderInterface *);
	virtual ~FCameraSceneNode();
	virtual class FCameraSceneNode * GetCameraSceneNode();
	virtual void UpdateMatrices();
	FCameraSceneNode(class FCameraSceneNode const &);
	FCameraSceneNode(class UViewport *, class FRenderTarget *, class AActor *, class FVector, class FRotator, FLOAT);
	class FCameraSceneNode & operator=(class FCameraSceneNode const &);
};

// =============================================================================
// FCanvasUtil (Class From DLL)
// =============================================================================
class DLL_IMPORT FCanvasUtil
{
public:
	virtual QWORD GetCacheId();
	virtual INT GetRevision();
	virtual INT GetStride();
	virtual INT GetSize();
	~FCanvasUtil();
	virtual INT GetComponents(struct FVertexComponent *);
	virtual void GetStreamData(void *);
	virtual void GetRawStreamData(void * *, INT);
	void BeginPrimitive(enum EPrimitiveType, class UMaterial *);
	void DrawLine(FLOAT, FLOAT, FLOAT, FLOAT, class FColor);
	void DrawPoint(FLOAT, FLOAT, FLOAT, FLOAT, FLOAT, class FColor);
	INT DrawString(INT, INT, TCHAR const *, class UFont *, class FColor, INT);
	void DrawTile(FLOAT, FLOAT, FLOAT, FLOAT, FLOAT, FLOAT, FLOAT, FLOAT, FLOAT, class UMaterial *, class FColor);
	FCanvasUtil(class FCanvasUtil const &);
	FCanvasUtil(class FRenderTarget *, class FRenderInterface *);
	void Flush();
	class FCanvasUtil & operator=(class FCanvasUtil const &);
};

// =============================================================================
// FCanvasVertex (Class From DLL)
// =============================================================================
class DLL_IMPORT FCanvasVertex
{
public:
	FCanvasVertex(class FVector, class FColor, FLOAT, FLOAT);
	FCanvasVertex();
	class FCanvasVertex & operator=(class FCanvasVertex const &);
};

// =============================================================================
// FCollisionHash (Class From DLL)
// =============================================================================
class DLL_IMPORT FCollisionHash
{
public:
	virtual void Tick();
	virtual void AddActor(class AActor *);
	virtual void RemoveActor(class AActor *);
	virtual ~FCollisionHash();
	virtual struct FCheckResult * ActorLineCheck(class FMemStack &, class FVector const &, class FVector const &, class FVector const &, DWORD, DWORD, class AActor *);
	virtual struct FCheckResult * ActorPointCheck(class FMemStack &, class FVector const &, class FVector const &, DWORD, DWORD, INT);
	virtual struct FCheckResult * ActorRadiusCheck(class FMemStack &, class FVector const &, FLOAT, DWORD);
	virtual struct FCheckResult * ActorEncroachmentCheck(class FMemStack &, class AActor *, class FVector, class FRotator, DWORD, DWORD);
	virtual struct FCheckResult * ActorOverlapCheck(class FMemStack &, class AActor *, class FBox *, INT);
	virtual void CheckActorNotReferenced(class AActor *);
	virtual void CheckIsEmpty();
	virtual void CheckActorLocations(class ULevel *);
	static INT CollisionTag();
	FCollisionHash(class FCollisionHash const &);
	FCollisionHash();
	void GetActorExtent(class AActor *, INT &, INT &, INT &, INT &, INT &, INT &);
	void GetHashIndices(class FVector, INT &, INT &, INT &);
	struct FCollisionLink * & GetHashLink(INT, INT, INT, INT &);
	static INT * HashX();
	static INT * HashY();
	static INT * HashZ();
	static INT Inited();
	class FCollisionHash & operator=(class FCollisionHash const &);
private:
	FLOAT DistanceToHashPlane(INT, FLOAT, FLOAT, INT);
};

// =============================================================================
// FCollisionOctree (Class From DLL)
// =============================================================================
class DLL_IMPORT FCollisionOctree
{
public:
	virtual void Tick();
	virtual void AddActor(class AActor *);
	virtual void RemoveActor(class AActor *);
	virtual ~FCollisionOctree();
	virtual struct FCheckResult * ActorLineCheck(class FMemStack &, class FVector const &, class FVector const &, class FVector const &, DWORD, DWORD, class AActor *);
	virtual struct FCheckResult * ActorPointCheck(class FMemStack &, class FVector const &, class FVector const &, DWORD, DWORD, INT);
	virtual struct FCheckResult * ActorRadiusCheck(class FMemStack &, class FVector const &, FLOAT, DWORD);
	virtual struct FCheckResult * ActorEncroachmentCheck(class FMemStack &, class AActor *, class FVector, class FRotator, DWORD, DWORD);
	virtual struct FCheckResult * ActorOverlapCheck(class FMemStack &, class AActor *, class FBox *, INT);
	virtual void CheckActorNotReferenced(class AActor *);
	virtual void CheckIsEmpty();
	virtual void CheckActorLocations(class ULevel *);
	FCollisionOctree(class FCollisionOctree const &);
	FCollisionOctree();
	class FCollisionOctree & operator=(class FCollisionOctree const &);
};

// =============================================================================
// FConvexVolume (Class From DLL)
// =============================================================================
class DLL_IMPORT FConvexVolume
{
public:
	BYTE BoxCheck(class FVector const &, class FVector const &);
	class FPoly ClipPolygon(class FPoly);
	FConvexVolume(class FConvexVolume const &);
	FConvexVolume();
	BYTE SphereCheck(class FSphere const &);
	class FConvexVolume & operator=(class FConvexVolume const &);
};

// =============================================================================
// FDXTCompressionOptions (Class From DLL)
// =============================================================================
struct DLL_IMPORT FDXTCompressionOptions
{
public:
	FDXTCompressionOptions();
	struct FDXTCompressionOptions & operator=(struct FDXTCompressionOptions const &);
};

// =============================================================================
// FDirectionalLightMapSceneNode (Class From DLL)
// =============================================================================
class DLL_IMPORT FDirectionalLightMapSceneNode
{
public:
	virtual ~FDirectionalLightMapSceneNode();
	virtual class FConvexVolume GetViewFrustum();
	FDirectionalLightMapSceneNode(class FDirectionalLightMapSceneNode const &);
	FDirectionalLightMapSceneNode(class UViewport *, class AActor *, class FBspSurf &, class FLightMap *);
	class FDirectionalLightMapSceneNode & operator=(class FDirectionalLightMapSceneNode const &);
};

// =============================================================================
// FDynamicActor (Class From DLL)
// =============================================================================
class DLL_IMPORT FDynamicActor
{
public:
	~FDynamicActor();
	FDynamicActor(class FDynamicActor const &);
	FDynamicActor(class AActor *);
	void Render();//class FLevelSceneNode *, class TList<class FDynamicLight *> *, class TList<struct FProjectorRenderInfo *> *, class FRenderInterface *);
	void Update();
	class FDynamicActor & operator=(class FDynamicActor const &);
};

// =============================================================================
// FDynamicLight (Class From DLL)
// =============================================================================
class DLL_IMPORT FDynamicLight
{
public:
	FDynamicLight(class FDynamicLight const &);
	FDynamicLight(class AActor *);
	FLOAT SampleIntensity(class FVector, class FVector);
	class FColor SampleLight(class FVector, class FVector);
	void Update();
	class FDynamicLight & operator=(class FDynamicLight const &);
};

// =============================================================================
// FEngineStats (Class From DLL)
// =============================================================================
class DLL_IMPORT FEngineStats
{
public:
	FEngineStats();
	void Init();
	class FEngineStats & operator=(class FEngineStats const &);
};

// =============================================================================
// FFontCharacter (Class From DLL)
// =============================================================================
struct DLL_IMPORT FFontCharacter
{
public:
	struct FFontCharacter & operator=(struct FFontCharacter const &);
};

// =============================================================================
// FFrameHeader (Class From DLL)
// =============================================================================
struct DLL_IMPORT FFrameHeader
{
public:
	FFrameHeader(struct FFrameHeader const &);
	FFrameHeader(DWORD);
	TCHAR const * GetID(TCHAR *) const;
	INT GetSize() const;
	struct FFrameHeader & operator=(struct FFrameHeader const &);
};

// =============================================================================
// FHitCause (Class From DLL)
// =============================================================================
struct DLL_IMPORT FHitCause
{
public:
	FHitCause(class FHitObserver *, class UViewport *, DWORD, FLOAT, FLOAT);
	struct FHitCause & operator=(struct FHitCause const &);
};

// =============================================================================
// FHitObserver (Class From DLL)
// =============================================================================
class DLL_IMPORT FHitObserver
{
public:
	virtual void Click(struct FHitCause const &, struct HHitProxy const &);
	FHitObserver(class FHitObserver const &);
	FHitObserver();
	class FHitObserver & operator=(class FHitObserver const &);
};

// =============================================================================
// FID3Tag (Class From DLL)
// =============================================================================
struct DLL_IMPORT FID3Tag
{
public:
	FID3Tag(struct FID3Tag const &);
	FID3Tag();
	struct FID3Tag & operator=(struct FID3Tag const &);
};

// =============================================================================
// FID3TagV1 (Class From DLL)
// =============================================================================
struct DLL_IMPORT FID3TagV1
{
public:
	virtual void DumpTag();
	void ByteToString(BYTE const *, class FString &, INT) const;
	FID3TagV1(struct FID3TagV1 const &);
	FID3TagV1(BYTE, BYTE, enum ETagGenre);
	INT RenderFields(class UStreamTag *) const;
	struct FID3TagV1 & operator=(struct FID3TagV1 const &);
};

// =============================================================================
// FID3TagV2 (Class From DLL)
// =============================================================================
struct DLL_IMPORT FID3TagV2
{
public:
	virtual void DumpTag();
	~FID3TagV2();
	INT AddFrame(class FArchive &, DWORD);
	FID3TagV2(struct FID3TagV2 const &);
	FID3TagV2();
	INT GetSize() const;
	struct FID3TagV2 & operator=(struct FID3TagV2 const &);
};

// =============================================================================
// FID3V2ExtendedTagHeader (Class From DLL)
// =============================================================================
struct DLL_IMPORT FID3V2ExtendedTagHeader
{
public:
	FID3V2ExtendedTagHeader(DWORD);
	INT GetPaddingSize() const;
	INT GetSize() const;
	struct FID3V2ExtendedTagHeader & operator=(struct FID3V2ExtendedTagHeader const &);
};

// =============================================================================
// FID3V2Frame (Class From DLL)
// =============================================================================
struct DLL_IMPORT FID3V2Frame
{
public:
	~FID3V2Frame();
	void DumpFrame();
	FID3V2Frame(struct FID3V2Frame const &);
	FID3V2Frame(struct FFrameHeader, enum EID3TextEncoding);
	FID3V2Frame(enum EID3TextEncoding);
	TCHAR const * GetID(TCHAR *) const;
	INT GetSize() const;
	struct FID3V2Frame & operator=(struct FID3V2Frame const &);
};

// =============================================================================
// FID3V2TagHeader (Class From DLL)
// =============================================================================
struct DLL_IMPORT FID3V2TagHeader
{
public:
	FID3V2TagHeader();
	INT GetSize() const;
	struct FID3V2TagHeader & operator=(struct FID3V2TagHeader const &);
};

// =============================================================================
// FID3V2TagVersion (Class From DLL)
// =============================================================================
struct DLL_IMPORT FID3V2TagVersion
{
public:
	struct FID3V2TagVersion & operator=(struct FID3V2TagVersion const &);
};

// =============================================================================
// FInBunch (Class From DLL)
// =============================================================================
class DLL_IMPORT FInBunch
{
public:
	virtual ~FInBunch();
	virtual class FArchive & operator<<(class UObject * &);
	virtual class FArchive & operator<<(class FName &);
	FInBunch(class FInBunch const &);
	FInBunch(class UNetConnection *);
	class FInBunch & operator=(class FInBunch const &);
};

// =============================================================================
// FKAggregateGeom (Class From DLL)
// =============================================================================
class DLL_IMPORT FKAggregateGeom
{
public:
	~FKAggregateGeom();
	void EmptyElements();
	FKAggregateGeom(class FKAggregateGeom const &);
	FKAggregateGeom();
	INT GetElementCount();
	class FKAggregateGeom & operator=(class FKAggregateGeom const &);
};

// =============================================================================
// FKBoxElem (Class From DLL)
// =============================================================================
class DLL_IMPORT FKBoxElem
{
public:
	~FKBoxElem();
	FKBoxElem(FLOAT);
	FKBoxElem(FLOAT, FLOAT, FLOAT);
	FKBoxElem();
	class FKBoxElem & operator=(class FKBoxElem const &);
};

// =============================================================================
// FKConvexElem (Class From DLL)
// =============================================================================
class DLL_IMPORT FKConvexElem
{
public:
	~FKConvexElem();
	FKConvexElem(class FKConvexElem const &);
	FKConvexElem();
	class FKConvexElem & operator=(class FKConvexElem const &);
};

// =============================================================================
// FKCylinderElem (Class From DLL)
// =============================================================================
class DLL_IMPORT FKCylinderElem
{
public:
	~FKCylinderElem();
	FKCylinderElem(FLOAT, FLOAT);
	FKCylinderElem();
	class FKCylinderElem & operator=(class FKCylinderElem const &);
};

// =============================================================================
// FKSphereElem (Class From DLL)
// =============================================================================
class DLL_IMPORT FKSphereElem
{
public:
	~FKSphereElem();
	FKSphereElem(FLOAT);
	FKSphereElem();
	class FKSphereElem & operator=(class FKSphereElem const &);
};

// =============================================================================
// FLeafRenderInfo (Class From DLL)
// =============================================================================
struct DLL_IMPORT FLeafRenderInfo
{
public:
	~FLeafRenderInfo();
	FLeafRenderInfo(struct FLeafRenderInfo const &);
	FLeafRenderInfo();
	struct FLeafRenderInfo & operator=(struct FLeafRenderInfo const &);
};

// =============================================================================
// FLevelSceneNode (Class From DLL)
// =============================================================================
class DLL_IMPORT FLevelSceneNode
{
public:
	virtual void Render();//class FRenderInterface *);
	virtual class FLevelSceneNode * GetLevelSceneNode();
	virtual ~FLevelSceneNode();
	virtual class FConvexVolume GetViewFrustum();
	virtual INT FilterActor(class AActor *);
	virtual INT FilterAttachment(class AActor *);
	virtual INT FilterProjector(class AProjector *);
	FLevelSceneNode(class FLevelSceneNode const &);
	FLevelSceneNode(class FLevelSceneNode *, INT, class FMatrix);
	FLevelSceneNode(class UViewport *, class FRenderTarget *);
	class FLevelSceneNode & operator=(class FLevelSceneNode const &);
};

// =============================================================================
// FLightMap (Class From DLL)
// =============================================================================
class DLL_IMPORT FLightMap
{
public:
	virtual QWORD GetCacheId();
	virtual INT GetRevision();
	~FLightMap();
	virtual INT GetWidth();
	virtual INT GetHeight();
	virtual INT GetFirstMip();
	virtual INT GetNumMips();
	virtual enum ETextureFormat GetFormat();
	virtual enum ETexClampMode GetUClamp();
	virtual enum ETexClampMode GetVClamp();
	virtual void * GetRawTextureData(INT);
	virtual void GetTextureData(INT, void *, INT, enum ETextureFormat, INT);
	virtual void UnloadRawTextureData(INT);
	virtual class UTexture * GetUTexture();
	FLightMap(class FLightMap const &);
	FLightMap(class ULevel *, INT, INT);
	FLightMap();
	class FLightMap & operator=(class FLightMap const &);
};

// =============================================================================
// FLightMapIndex (Class From DLL)
// =============================================================================
class DLL_IMPORT FLightMapIndex
{
public:
	~FLightMapIndex();
	FLightMapIndex();
	class FLightMapIndex & operator=(class FLightMapIndex const &);
};

// =============================================================================
// FLightMapSceneNode (Class From DLL)
// =============================================================================
class DLL_IMPORT FLightMapSceneNode
{
public:
	virtual void Render();//class FRenderInterface *);
	virtual ~FLightMapSceneNode();
	virtual INT FilterActor(class AActor *);
	FLightMapSceneNode(class FLightMapSceneNode const &);
	FLightMapSceneNode(class UViewport *, class AActor *, class FLightMap *);
	class FLightMapSceneNode & operator=(class FLightMapSceneNode const &);
};

// =============================================================================
// FLightMapTexture (Class From DLL)
// =============================================================================
class DLL_IMPORT FLightMapTexture
{
public:
	virtual QWORD GetCacheId();
	virtual INT GetRevision();
	~FLightMapTexture();
	virtual INT GetWidth();
	virtual INT GetHeight();
	virtual INT GetFirstMip();
	virtual INT GetNumMips();
	virtual enum ETextureFormat GetFormat();
	virtual enum ETexClampMode GetUClamp();
	virtual enum ETexClampMode GetVClamp();
	virtual INT GetNumChildren();
	virtual class FTexture * GetChild(INT, INT *, INT *);
	FLightMapTexture(class FLightMapTexture const &);
	FLightMapTexture(class ULevel *);
	FLightMapTexture();
	class FLightMapTexture & operator=(class FLightMapTexture const &);
};

// =============================================================================
// FLineBatcher (Class From DLL)
// =============================================================================
class DLL_IMPORT FLineBatcher
{
public:
	virtual QWORD GetCacheId();
	virtual INT GetRevision();
	virtual INT GetStride();
	virtual INT GetSize();
	~FLineBatcher();
	virtual INT GetComponents(struct FVertexComponent *);
	virtual void GetStreamData(void *);
	virtual void GetRawStreamData(void * *, INT);
	void DrawBox(class FBox, class FColor);
	void DrawCircle(class FVector, class FVector, class FVector, class FColor, FLOAT, INT);
	void DrawConvexVolume(class FConvexVolume, class FColor);
	void DrawCylinder(class FRenderInterface *, class FVector, class FVector, class FVector, class FVector, class FColor, FLOAT, FLOAT, INT);
	void DrawDirectionalArrow(class FVector, class FRotator, class FColor, FLOAT);
	void DrawLine(class FVector, class FVector, class FColor);
	void DrawPoint(class FSceneNode *, class FVector, class FColor);
	void DrawSphere(class FVector, class FColor, FLOAT, INT);
	FLineBatcher(class FLineBatcher const &);
	FLineBatcher(class FRenderInterface *, INT);
	void Flush(DWORD);
	class FLineBatcher & operator=(class FLineBatcher const &);
};

// =============================================================================
// FLineVertex (Class From DLL)
// =============================================================================
class DLL_IMPORT FLineVertex
{
public:
	FLineVertex(class FVector, class FColor);
	FLineVertex();
	class FLineVertex & operator=(class FLineVertex const &);
};

// =============================================================================
// FListener (Class From DLL)
// =============================================================================
class DLL_IMPORT FListener
{
public:
	virtual void Update(class FVector, class FVector, class FVector, class FVector, struct FPointRegion, FLOAT, class UI3DL2Listener *);
	virtual void Reset();
	FListener(class FListener const &);
	FListener();
	class FListener & operator=(class FListener const &);
};

// =============================================================================
// FMatineeTools (Class From DLL)
// =============================================================================
class DLL_IMPORT FMatineeTools
{
public:
	virtual ~FMatineeTools();
	FMatineeTools(class FMatineeTools const &);
	FMatineeTools();
	class UMatAction * GetActionFromIP(class ASceneManager *, class AInterpolationPoint *);
	INT GetActionIdx(class ASceneManager *, class UMatAction *);
	class ASceneManager * GetCurrent();
	class UMatAction * GetCurrentAction();
	class UMatSubAction * GetCurrentSubAction();
	class UMatAction * GetNextAction(class ASceneManager *, class UMatAction *);
	class UMatAction * GetNextMovementAction(class ASceneManager *, class UMatAction *);
	class FString GetOrientationDesc(INT);
	INT GetPathStyle(class UMatAction *);
	class UMatAction * GetPrevAction(class ASceneManager *, class UMatAction *);
	void GetSamples(class ASceneManager *, class UMatAction *, class TArray<class FVector> *);
	INT GetSubActionIdx(class UMatSubAction *);
	void Init();
	class ASceneManager * SetCurrent(class UEngine *, class ULevel *, class ASceneManager *);
	class ASceneManager * SetCurrent(class UEngine *, class ULevel *, class FString);
	class UMatAction * SetCurrentAction(class UMatAction *);
	class UMatSubAction * SetCurrentSubAction(class UMatSubAction *);
	class FMatineeTools & operator=(class FMatineeTools const &);
};

// =============================================================================
// FMipmap (Class From DLL)
// =============================================================================
struct DLL_IMPORT FMipmap
{
public:
	~FMipmap();
	void Clear();
	FMipmap(struct FMipmap const &);
	FMipmap(BYTE, BYTE);
	FMipmap(BYTE, BYTE, INT);
	FMipmap();
	struct FMipmap & operator=(struct FMipmap const &);
};

// =============================================================================
// FMipmapBase (Class From DLL)
// =============================================================================
struct DLL_IMPORT FMipmapBase
{
public:
	FMipmapBase(BYTE, BYTE);
	FMipmapBase();
	struct FMipmapBase & operator=(struct FMipmapBase const &);
};

// =============================================================================
// FMirrorSceneNode (Class From DLL)
// =============================================================================
class DLL_IMPORT FMirrorSceneNode
{
public:
	virtual ~FMirrorSceneNode();
	virtual class FMirrorSceneNode * GetMirrorSceneNode();
	FMirrorSceneNode(class FMirrorSceneNode const &);
	FMirrorSceneNode(class FLevelSceneNode *, class FPlane, INT, INT);
	class FMirrorSceneNode & operator=(class FMirrorSceneNode const &);
};

// =============================================================================
// FOctreeNode (Class From DLL)
// =============================================================================
class DLL_IMPORT FOctreeNode
{
public:
	~FOctreeNode();
	void ActorEncroachmentCheck(class FCollisionOctree *, class FPlane const *);
	void ActorNonZeroExtentLineCheck(class FCollisionOctree *, class FPlane const *);
	void ActorOverlapCheck(class FCollisionOctree *, class FPlane const *);
	void ActorPointCheck(class FCollisionOctree *, class FPlane const *);
	void ActorRadiusCheck(class FCollisionOctree *, class FPlane const *);
	void ActorZeroExtentLineCheck(class FCollisionOctree *, FLOAT, FLOAT, FLOAT, FLOAT, FLOAT, FLOAT, class FPlane const *);
	void CheckActorNotReferenced(class AActor *);
	void CheckIsEmpty();
	void Draw(class FColor, INT, class FPlane const *);
	void DrawFlaggedActors(class FCollisionOctree *, class FPlane const *);
	FOctreeNode(class FOctreeNode const &);
	FOctreeNode();
	void FilterTest(class FBox *, INT, class TArray<class FOctreeNode *> *, class FPlane const *);
	void MultiNodeFilter(class AActor *, class FCollisionOctree *, class FPlane const *);
	void RemoveAllActors(class FCollisionOctree *);
	void SingleNodeFilter(class AActor *, class FCollisionOctree *, class FPlane const *);
	class FOctreeNode & operator=(class FOctreeNode const &);
private:
	void StoreActor(class AActor *, class FCollisionOctree *, class FPlane const *);
};

// =============================================================================
// FOutBunch (Class From DLL)
// =============================================================================
class DLL_IMPORT FOutBunch
{
public:
	virtual ~FOutBunch();
	virtual class FArchive & operator<<(class UObject * &);
	virtual class FArchive & operator<<(class FName &);
	FOutBunch(class FOutBunch const &);
	FOutBunch(class UChannel *, INT);
	FOutBunch(class UNetConnection *);
	class FOutBunch & operator=(class FOutBunch const &);
};

// =============================================================================
// FPathBuilder (Class From DLL)
// =============================================================================
class DLL_IMPORT FPathBuilder
{
public:
	void ReviewPaths(class ULevel *);
	INT buildPaths(class ULevel *);
	void defineChangedPaths(class ULevel *);
	void definePaths(class ULevel *);
	class FPathBuilder & operator=(class FPathBuilder const &);
	INT removePaths(class ULevel *);
	void undefinePaths(class ULevel *);
private:
	void FindBlockingNormal(class FVector &);
	void Pass2From(class FVector, class FVector, FLOAT);
	void SetPathCollision(INT);
	INT TestReach(class FVector, class FVector);
	INT TestWalk(class FVector, struct FCheckResult, FLOAT);
	INT ValidNode(class ANavigationPoint *, class AActor *);
	INT createPaths();
	void getScout();
	class ANavigationPoint * newPath(class FVector);
	void testPathsFrom(class FVector);
	void testPathwithRadius(class FVector, FLOAT);
};

// =============================================================================
// FPlayerSceneNode (Class From DLL)
// =============================================================================
class DLL_IMPORT FPlayerSceneNode
{
public:
	virtual void Render();//class FRenderInterface *);
	virtual ~FPlayerSceneNode();
	FPlayerSceneNode(class FPlayerSceneNode const &);
	FPlayerSceneNode(class UViewport *, class FRenderTarget *, class AActor *, class FVector, class FRotator, FLOAT);
	class FPlayerSceneNode & operator=(class FPlayerSceneNode const &);
};

// =============================================================================
// FPointLightMapSceneNode (Class From DLL)
// =============================================================================
class DLL_IMPORT FPointLightMapSceneNode
{
public:
	virtual ~FPointLightMapSceneNode();
	virtual class FConvexVolume GetViewFrustum();
	FPointLightMapSceneNode(class FPointLightMapSceneNode const &);
	FPointLightMapSceneNode(class UViewport *, class AActor *, class FBspSurf &, class FLightMap *, INT, INT, INT, INT);
	class FPointLightMapSceneNode & operator=(class FPointLightMapSceneNode const &);
};

// =============================================================================
// FPoly (Class From DLL)
// =============================================================================
class DLL_IMPORT FPoly
{
public:
	FLOAT Area();
	INT CalcNormal(INT);
	INT DoesLineIntersect(class FVector, class FVector, class FVector *);
	FPoly();
	INT Faces(class FPoly const &) const;
	INT Finalize(INT);
	INT Fix();
	class FVector GetTextureSize();
	void Init();
	void InsertVertex(INT, class FVector);
	INT IsBackfaced(class FVector const &) const;
	INT IsCoplanar(class FPoly const &) const;
	INT OnPlane(class FVector);
	INT OnPoly(class FVector);
	INT RemoveColinears();
	void Reverse();
	INT Split(class FVector const &, class FVector const &, INT);
	void SplitInHalf(class FPoly *);
	INT SplitWithNode(class UModel const *, INT, class FPoly *, class FPoly *, INT) const;
	INT SplitWithPlane(class FVector const &, class FVector const &, class FPoly *, class FPoly *, INT) const;
	INT SplitWithPlaneFast(class FPlane, class FPoly *, class FPoly *) const;
	void Transform(class FModelCoords const &, class FVector const &, class FVector const &, FLOAT);
	INT operator!=(class FPoly);
	class FPoly & operator=(class FPoly const &);
	INT operator==(class FPoly);
};

// =============================================================================
// FRaw32BitIndexBuffer (Class From DLL)
// =============================================================================
class DLL_IMPORT FRaw32BitIndexBuffer
{
public:
	virtual QWORD GetCacheId();
	virtual INT GetRevision();
	virtual INT GetSize();
	virtual void GetContents(void *);
	~FRaw32BitIndexBuffer();
	virtual INT GetIndexSize();
	FRaw32BitIndexBuffer(class FRaw32BitIndexBuffer const &);
	FRaw32BitIndexBuffer();
	class FRaw32BitIndexBuffer & operator=(class FRaw32BitIndexBuffer const &);
};

// =============================================================================
// FRawColorStream (Class From DLL)
// =============================================================================
class DLL_IMPORT FRawColorStream
{
public:
	virtual QWORD GetCacheId();
	virtual INT GetRevision();
	virtual INT GetStride();
	virtual INT GetSize();
	~FRawColorStream();
	virtual INT GetComponents(struct FVertexComponent *);
	virtual void GetStreamData(void *);
	virtual void GetRawStreamData(void * *, INT);
	FRawColorStream(class FRawColorStream const &);
	FRawColorStream();
	class FRawColorStream & operator=(class FRawColorStream const &);
};

// =============================================================================
// FRawIndexBuffer (Class From DLL)
// =============================================================================
class DLL_IMPORT FRawIndexBuffer
{
public:
	virtual QWORD GetCacheId();
	virtual INT GetRevision();
	virtual INT GetSize();
	virtual void GetContents(void *);
	~FRawIndexBuffer();
	virtual INT GetIndexSize();
	virtual INT Stripify();
	virtual void CacheOptimize();
	FRawIndexBuffer(class FRawIndexBuffer const &);
	FRawIndexBuffer();
	class FRawIndexBuffer & operator=(class FRawIndexBuffer const &);
};

// =============================================================================
// FReachSpec (Class From DLL)
// =============================================================================
class DLL_IMPORT FReachSpec
{
public:
	class FReachSpec & operator=(class FReachSpec const &);
};

// =============================================================================
// FRebuildOptions (Class From DLL)
// =============================================================================
class DLL_IMPORT FRebuildOptions
{
public:
	~FRebuildOptions();
	FRebuildOptions(class FRebuildOptions const &);
	FRebuildOptions();
	class FString GetName();
	void Init();
	class FRebuildOptions operator=(class FRebuildOptions);
};

// =============================================================================
// FRebuildTools (Class From DLL)
// =============================================================================
class DLL_IMPORT FRebuildTools
{
public:
	~FRebuildTools();
	void Delete(class FString);
	FRebuildTools(class FRebuildTools const &);
	FRebuildTools();
	class FRebuildOptions * GetCurrent();
	class FRebuildOptions * GetFromName(class FString);
	INT GetIdxFromName(class FString);
	void Init();
	class FRebuildOptions * Save(class FString);
	void SetCurrent(class FString);
	void Shutdown();
	class FRebuildTools & operator=(class FRebuildTools const &);
};

// =============================================================================
// FRenderInterface (Class From DLL)
// =============================================================================
class DLL_IMPORT FRenderInterface
{
public:
	virtual void PixoSetHint(DWORD);
	virtual void PixoResetHint(DWORD);
	virtual class UTexture * PixoCreateTexture(class FRenderTarget *, INT);
	virtual INT LockDynBuffer(BYTE * *, INT, INT, DWORD);
	virtual INT UnlockDynBuffer();
	virtual void DrawDynQuads(INT);
	virtual void DrawQuads(INT, INT);
	FRenderInterface(class FRenderInterface const &);
	FRenderInterface();
	class FRenderInterface & operator=(class FRenderInterface const &);
};

// =============================================================================
// FRotatorF (Class From DLL)
// =============================================================================
class DLL_IMPORT FRotatorF
{
public:
	FRotatorF(FLOAT, FLOAT, FLOAT);
	FRotatorF(class FRotator);
	FRotatorF();
	class FRotator Rotator();
	class FVector Vector();
	class FRotatorF operator*(FLOAT) const;
	class FRotatorF operator*=(FLOAT);
	class FRotatorF operator+(class FRotatorF) const;
	class FRotatorF operator+=(class FRotatorF);
	class FRotatorF operator-(class FRotatorF) const;
	class FRotatorF operator-=(class FRotatorF);
	class FRotatorF & operator=(class FRotatorF const &);
};

// =============================================================================
// FSceneNode (Class From DLL)
// =============================================================================
class DLL_IMPORT FSceneNode
{
public:
	UViewport*		Viewport;
	virtual class FSceneNode * GetLodSceneNode();
	virtual class FLevelSceneNode * GetLevelSceneNode();
	virtual ~FSceneNode();
	virtual class FCameraSceneNode * GetCameraSceneNode();
	virtual class FActorSceneNode * GetActorSceneNode();
	virtual class FSkySceneNode * GetSkySceneNode();
	virtual class FMirrorSceneNode * GetMirrorSceneNode();
	virtual class FWarpZoneSceneNode * GetWarpZoneSceneNode();
	class FVector Deproject(class FPlane);
	FSceneNode(class FSceneNode const &);
	FSceneNode(class FSceneNode *);
	FSceneNode(class UViewport *, class FRenderTarget *);
	class FPlane Project(class FVector);
	class FSceneNode & operator=(class FSceneNode const &);
};

// =============================================================================
// FScriptedPortalSceneNode (Class From DLL)
// =============================================================================
class DLL_IMPORT FScriptedPortalSceneNode
{
public:
	virtual class FSceneNode * GetLodSceneNode();
	virtual ~FScriptedPortalSceneNode();
	FScriptedPortalSceneNode(class FScriptedPortalSceneNode const &);
	FScriptedPortalSceneNode(class UViewport *, class FRenderTarget *, class AActor *, class FVector, class FRotator, FLOAT);
	class FScriptedPortalSceneNode & operator=(class FScriptedPortalSceneNode const &);
};

// =============================================================================
// FShadowSceneNode (Class From DLL)
// =============================================================================
class DLL_IMPORT FShadowSceneNode
{
public:
	virtual class FSceneNode * GetLodSceneNode();
	virtual ~FShadowSceneNode();
	virtual INT FilterAttachment(class AActor *);
	FShadowSceneNode(class FShadowSceneNode const &);
	FShadowSceneNode(class UViewport *, class FRenderTarget *, class AActor *, class AActor *, class FVector, class FRotator, FLOAT);
	class FShadowSceneNode & operator=(class FShadowSceneNode const &);
};

// =============================================================================
// FSkinVertexStream (Class From DLL)
// =============================================================================
class DLL_IMPORT FSkinVertexStream
{
public:
	virtual QWORD GetCacheId();
	virtual INT GetRevision();
	virtual INT GetStride();
	virtual INT GetSize();
	~FSkinVertexStream();
	virtual INT GetComponents(struct FVertexComponent *);
	virtual void GetStreamData(void *);
	virtual void GetRawStreamData(void * *, INT);
	FSkinVertexStream(class FSkinVertexStream const &);
	FSkinVertexStream();
	class FSkinVertexStream & operator=(class FSkinVertexStream const &);
};

// =============================================================================
// FSkySceneNode (Class From DLL)
// =============================================================================
class DLL_IMPORT FSkySceneNode
{
public:
	virtual ~FSkySceneNode();
	virtual class FSkySceneNode * GetSkySceneNode();
	FSkySceneNode(class FSkySceneNode const &);
	FSkySceneNode(class FLevelSceneNode *, INT);
	class FSkySceneNode & operator=(class FSkySceneNode const &);
};

// =============================================================================
// FSolidColorTexture (Class From DLL)
// =============================================================================
class DLL_IMPORT FSolidColorTexture
{
public:
	virtual QWORD GetCacheId();
	virtual INT GetRevision();
	virtual INT GetWidth();
	virtual INT GetHeight();
	virtual INT GetFirstMip();
	virtual INT GetNumMips();
	virtual enum ETextureFormat GetFormat();
	virtual enum ETexClampMode GetUClamp();
	virtual enum ETexClampMode GetVClamp();
	virtual void * GetRawTextureData(INT);
	virtual void GetTextureData(INT, void *, INT, enum ETextureFormat, INT);
	virtual void UnloadRawTextureData(INT);
	virtual class UTexture * GetUTexture();
	FSolidColorTexture(class FSolidColorTexture const &);
	FSolidColorTexture(class FColor);
	class FSolidColorTexture & operator=(class FSolidColorTexture const &);
};

// =============================================================================
// FSoundData (Class From DLL)
// =============================================================================
class DLL_IMPORT FSoundData
{
public:
	virtual void Load();
	~FSoundData();
	FSoundData(class FSoundData const &);
	FSoundData(class USound *);
	FLOAT GetPeriod();
	class FSoundData & operator=(class FSoundData const &);
};

// =============================================================================
// FSoundSource (Class From DLL)
// =============================================================================
class DLL_IMPORT FSoundSource
{
public:
	virtual void Init(class AActor *, INT, class USound *, class FVector, FLOAT, FLOAT, FLOAT, INT, FLOAT);
	virtual INT Update(FLOAT);
	virtual void UpdateRadii();
	virtual void UpdatePriority();
	virtual void Play();
	virtual void Stop();
	virtual void Pause();
	virtual INT IsPlaying();
	virtual INT IsPaused();
	virtual INT IsStopped();
	virtual INT IsFinished(FLOAT);
	FSoundSource(class FSoundSource const &);
	FSoundSource(class UAudioSubsystem *);
	INT UpdateBase(FLOAT);
	class FSoundSource & operator=(class FSoundSource const &);
};

// =============================================================================
// FStatGraph (Class From DLL)
// =============================================================================
class DLL_IMPORT FStatGraph
{
public:
	~FStatGraph();
	void AddDataPoint(class FString, FLOAT, INT);
	void AddLine(class FString, class FColor, FLOAT, FLOAT);
	void AddLineAutoRange(class FString, class FColor);
	INT Exec(TCHAR const *, class FOutputDevice &);
	FStatGraph(class FStatGraph const &);
	FStatGraph();
	void Render();//class UViewport *, class FRenderInterface *);
	void Reset();
	class FStatGraph & operator=(class FStatGraph const &);
};

// =============================================================================
// FStatGraphLine (Class From DLL)
// =============================================================================
class DLL_IMPORT FStatGraphLine
{
public:
	~FStatGraphLine();
	FStatGraphLine(class FStatGraphLine const &);
	FStatGraphLine();
	class FStatGraphLine & operator=(class FStatGraphLine const &);
	INT operator==(class FStatGraphLine const &) const;
};

// =============================================================================
// FStaticCubemap (Class From DLL)
// =============================================================================
class DLL_IMPORT FStaticCubemap
{
public:
	virtual QWORD GetCacheId();
	virtual INT GetRevision();
	virtual INT GetWidth();
	virtual INT GetHeight();
	virtual INT GetFirstMip();
	virtual INT GetNumMips();
	virtual enum ETextureFormat GetFormat();
	virtual enum ETexClampMode GetUClamp();
	virtual enum ETexClampMode GetVClamp();
	virtual class FTexture * GetFace(INT);
	FStaticCubemap(class UCubemap *);
	FStaticCubemap(class FStaticCubemap const &);
	class FStaticCubemap & operator=(class FStaticCubemap const &);
};

// =============================================================================
// FStaticLightMapTexture (Class From DLL)
// =============================================================================
class DLL_IMPORT FStaticLightMapTexture
{
public:
	virtual QWORD GetCacheId();
	virtual INT GetRevision();
	~FStaticLightMapTexture();
	virtual INT GetWidth();
	virtual INT GetHeight();
	virtual INT GetFirstMip();
	virtual INT GetNumMips();
	virtual enum ETextureFormat GetFormat();
	virtual enum ETexClampMode GetUClamp();
	virtual enum ETexClampMode GetVClamp();
	virtual void * GetRawTextureData(INT);
	virtual void GetTextureData(INT, void *, INT, enum ETextureFormat, INT);
	virtual void UnloadRawTextureData(INT);
	virtual class UTexture * GetUTexture();
	FStaticLightMapTexture(class FStaticLightMapTexture const &);
	FStaticLightMapTexture();
	class FStaticLightMapTexture & operator=(class FStaticLightMapTexture const &);
};

// =============================================================================
// FStaticMeshBatch (Class From DLL)
// =============================================================================
class DLL_IMPORT FStaticMeshBatch
{
public:
	~FStaticMeshBatch();
	INT AddElement(class AActor *, INT);
	FStaticMeshBatch(class FStaticMeshBatch const &);
	FStaticMeshBatch(class UMaterial *, INT);
	class FStaticMeshBatch & operator=(class FStaticMeshBatch const &);
};

// =============================================================================
// FStaticMeshBatchIndexBuffer (Class From DLL)
// =============================================================================
class DLL_IMPORT FStaticMeshBatchIndexBuffer
{
public:
	virtual QWORD GetCacheId();
	virtual INT GetRevision();
	virtual INT GetSize();
	virtual void GetContents(void *);
	virtual INT GetIndexSize();
	FStaticMeshBatchIndexBuffer(class FStaticMeshBatchIndexBuffer const &);
	FStaticMeshBatchIndexBuffer();
	class FStaticMeshBatchIndexBuffer & operator=(class FStaticMeshBatchIndexBuffer const &);
};

// =============================================================================
// FStaticMeshBatchNormalVertex (Class From DLL)
// =============================================================================
struct DLL_IMPORT FStaticMeshBatchNormalVertex
{
public:
	FStaticMeshBatchNormalVertex();
	struct FStaticMeshBatchNormalVertex & operator=(struct FStaticMeshBatchNormalVertex const &);
};

// =============================================================================
// FStaticMeshBatchVertex (Class From DLL)
// =============================================================================
struct DLL_IMPORT FStaticMeshBatchVertex
{
public:
	FStaticMeshBatchVertex();
	struct FStaticMeshBatchVertex & operator=(struct FStaticMeshBatchVertex const &);
};

// =============================================================================
// FStaticMeshBatchVertexStream (Class From DLL)
// =============================================================================
class DLL_IMPORT FStaticMeshBatchVertexStream
{
public:
	virtual QWORD GetCacheId();
	virtual INT GetRevision();
	virtual INT GetStride();
	virtual INT GetSize();
	virtual INT GetComponents(struct FVertexComponent *);
	virtual void GetStreamData(void *);
	virtual void GetRawStreamData(void * *, INT);
	FStaticMeshBatchVertexStream(class FStaticMeshBatchVertexStream const &);
	FStaticMeshBatchVertexStream(class UMaterial *);
	class FStaticMeshBatchVertexStream & operator=(class FStaticMeshBatchVertexStream const &);
};

// =============================================================================
// FStaticMeshCollisionNode (Class From DLL)
// =============================================================================
struct DLL_IMPORT FStaticMeshCollisionNode
{
public:
	FStaticMeshCollisionNode();
	struct FStaticMeshCollisionNode & operator=(struct FStaticMeshCollisionNode const &);
};

// =============================================================================
// FStaticMeshCollisionTriangle (Class From DLL)
// =============================================================================
struct DLL_IMPORT FStaticMeshCollisionTriangle
{
public:
	FStaticMeshCollisionTriangle(struct FStaticMeshCollisionTriangle const &);
	FStaticMeshCollisionTriangle();
	struct FStaticMeshCollisionTriangle & operator=(struct FStaticMeshCollisionTriangle const &);
};

// =============================================================================
// FStaticMeshColorStream (Class From DLL)
// =============================================================================
class DLL_IMPORT FStaticMeshColorStream
{
public:
	~FStaticMeshColorStream();
	virtual INT GetComponents(struct FVertexComponent *);
	FStaticMeshColorStream(class FStaticMeshColorStream const &);
	FStaticMeshColorStream();
	class FStaticMeshColorStream & operator=(class FStaticMeshColorStream const &);
};

// =============================================================================
// FStaticMeshSection (Class From DLL)
// =============================================================================
class DLL_IMPORT FStaticMeshSection
{
public:
	FStaticMeshSection();
	class FStaticMeshSection & operator=(class FStaticMeshSection const &);
};

// =============================================================================
// FStaticMeshTriangle (Class From DLL)
// =============================================================================
struct DLL_IMPORT FStaticMeshTriangle
{
public:
	FStaticMeshTriangle();
	struct FStaticMeshTriangle & operator=(struct FStaticMeshTriangle const &);
};

// =============================================================================
// FStaticMeshUV (Class From DLL)
// =============================================================================
struct DLL_IMPORT FStaticMeshUV
{
public:
	struct FStaticMeshUV & operator=(struct FStaticMeshUV const &);
};

// =============================================================================
// FStaticMeshUVStream (Class From DLL)
// =============================================================================
class DLL_IMPORT FStaticMeshUVStream
{
public:
	virtual QWORD GetCacheId();
	virtual INT GetRevision();
	virtual INT GetStride();
	virtual INT GetSize();
	~FStaticMeshUVStream();
	virtual INT GetComponents(struct FVertexComponent *);
	virtual void GetStreamData(void *);
	virtual void GetRawStreamData(void * *, INT);
	FStaticMeshUVStream(class FStaticMeshUVStream const &);
	FStaticMeshUVStream();
	class FStaticMeshUVStream & operator=(class FStaticMeshUVStream const &);
};

// =============================================================================
// FStaticMeshVertex (Class From DLL)
// =============================================================================
struct DLL_IMPORT FStaticMeshVertex
{
public:
	FStaticMeshVertex();
	struct FStaticMeshVertex & operator=(struct FStaticMeshVertex const &);
};

// =============================================================================
// FStaticMeshVertexStream (Class From DLL)
// =============================================================================
class DLL_IMPORT FStaticMeshVertexStream
{
public:
	virtual QWORD GetCacheId();
	virtual INT GetRevision();
	virtual INT GetStride();
	virtual INT GetSize();
	~FStaticMeshVertexStream();
	virtual INT GetComponents(struct FVertexComponent *);
	virtual void GetStreamData(void *);
	virtual void GetRawStreamData(void * *, INT);
	FStaticMeshVertexStream(class FStaticMeshVertexStream const &);
	FStaticMeshVertexStream();
	class FStaticMeshVertexStream & operator=(class FStaticMeshVertexStream const &);
};

// =============================================================================
// FStaticProjectorInfo (Class From DLL)
// =============================================================================
struct DLL_IMPORT FStaticProjectorInfo
{
public:
	~FStaticProjectorInfo();
	FStaticProjectorInfo(struct FStaticProjectorInfo const &);
	FStaticProjectorInfo();
	struct FStaticProjectorInfo & operator=(struct FStaticProjectorInfo const &);
};

// =============================================================================
// FStaticProjectorUV (Class From DLL)
// =============================================================================
struct DLL_IMPORT FStaticProjectorUV
{
public:
	struct FStaticProjectorUV & operator=(struct FStaticProjectorUV const &);
};

// =============================================================================
// FStaticProjectorVertex (Class From DLL)
// =============================================================================
struct DLL_IMPORT FStaticProjectorVertex
{
public:
	FStaticProjectorVertex();
	struct FStaticProjectorVertex & operator=(struct FStaticProjectorVertex const &);
};

// =============================================================================
// FStaticTexture (Class From DLL)
// =============================================================================
class DLL_IMPORT FStaticTexture
{
public:
	virtual QWORD GetCacheId();
	virtual INT GetRevision();
	virtual INT GetWidth();
	virtual INT GetHeight();
	virtual INT GetFirstMip();
	virtual INT GetNumMips();
	virtual enum ETextureFormat GetFormat();
	virtual enum ETexClampMode GetUClamp();
	virtual enum ETexClampMode GetVClamp();
	virtual void * GetRawTextureData(INT);
	virtual void GetTextureData(INT, void *, INT, enum ETextureFormat, INT);
	virtual void UnloadRawTextureData(INT);
	virtual class UTexture * GetUTexture();
	FStaticTexture(class FStaticTexture const &);
	FStaticTexture(class UTexture *);
	class FStaticTexture & operator=(class FStaticTexture const &);
};

// =============================================================================
// FStats (Class From DLL)
// =============================================================================
class DLL_IMPORT FStats
{
public:
	~FStats();
	void CalcMovingAverage(INT, DWORD);
	void Clear();
	FStats(class FStats const &);
	FStats();
	INT RegisterStats(enum EStatsType, enum EStatsDataType, class FString, class FString, enum EStatsUnit);
	void Render();//class UViewport *, class UEngine *);
	void UpdateString(class FString &, INT);
	class FStats & operator=(class FStats const &);
};

// =============================================================================
// FTempLineBatcher (Class From DLL)
// =============================================================================
class DLL_IMPORT FTempLineBatcher
{
public:
	~FTempLineBatcher();
	void AddBox(class FBox, class FColor);
	void AddCircle(class FVector, class FVector, class FVector, class FColor, FLOAT, INT);
	void AddLine(class FVector, class FVector, class FColor);
	void AddSphere(class FVector, class FColor, FLOAT, INT);
	void AddStayingLine(class FVector, class FVector, class FColor);
	void ClearStayingLines();
	FTempLineBatcher(class FTempLineBatcher const &);
	FTempLineBatcher();
	void Render();//class FRenderInterface *, INT);
	class FTempLineBatcher & operator=(class FTempLineBatcher const &);
};

// =============================================================================
// FTerrainTools (Class From DLL)
// =============================================================================
class DLL_IMPORT FTerrainTools
{
public:
	virtual ~FTerrainTools();
	void AdjustAlignedActors();
	FTerrainTools(class FTerrainTools const &);
	FTerrainTools();
	void FindActorsToAlign();
	INT GetAdjust();
	class ATerrainInfo * GetCurrentTerrainInfo();
	class FString GetExecFromBrushName(class FString &);
	INT GetInnerRadius();
	INT GetMirrorAxis();
	INT GetOuterRadius();
	INT GetStrength();
	void Init();
	void SetAdjust(INT);
	void SetCurrentBrush(INT);
	void SetCurrentTerrainInfo(class ATerrainInfo *);
	void SetInnerRadius(INT);
	void SetMirrorAxis(INT);
	void SetOuterRadius(INT);
	void SetStrength(INT);
	class FTerrainTools & operator=(class FTerrainTools const &);
};

// =============================================================================
// FWarpZoneSceneNode (Class From DLL)
// =============================================================================
class DLL_IMPORT FWarpZoneSceneNode
{
public:
	virtual ~FWarpZoneSceneNode();
	virtual class FWarpZoneSceneNode * GetWarpZoneSceneNode();
	FWarpZoneSceneNode(class FWarpZoneSceneNode const &);
	FWarpZoneSceneNode(class FLevelSceneNode *, class AWarpZoneInfo *);
	class FWarpZoneSceneNode & operator=(class FWarpZoneSceneNode const &);
};

// =============================================================================
// FWaveModInfo (Class From DLL)
// =============================================================================
class DLL_IMPORT FWaveModInfo
{
public:
	FWaveModInfo();
	void HalveData();
	void HalveReduce16to8();
	void NoiseGateFilter();
	DWORD Pad16Bit(DWORD);
	INT ReadWaveInfo(class TArray<unsigned char> &);
	void Reduce16to8();
	INT UpdateWaveData(class TArray<unsigned char> &);
	class FWaveModInfo & operator=(class FWaveModInfo const &);
};

// =============================================================================
// FZoneProperties (Class From DLL)
// =============================================================================
class DLL_IMPORT FZoneProperties
{
public:
	class FZoneProperties & operator=(class FZoneProperties const &);
};

// =============================================================================
// FZoneRenderInfo (Class From DLL)
// =============================================================================
struct DLL_IMPORT FZoneRenderInfo
{
public:
	~FZoneRenderInfo();
	FZoneRenderInfo(struct FZoneRenderInfo const &);
	FZoneRenderInfo();
	struct FZoneRenderInfo & operator=(struct FZoneRenderInfo const &);
};

// =============================================================================
// HActor (Class From DLL)
// =============================================================================
struct DLL_IMPORT HActor
{
public:
	virtual TCHAR const * GetName() const;
	virtual INT IsA(TCHAR const *) const;
	virtual class AActor * GetActor();
	HActor(struct HActor const &);
	HActor(class AActor *);
	struct HActor & operator=(struct HActor const &);
};

// =============================================================================
// HBspSurf (Class From DLL)
// =============================================================================
struct DLL_IMPORT HBspSurf
{
public:
	virtual TCHAR const * GetName() const;
	virtual INT IsA(TCHAR const *) const;
	HBspSurf(struct HBspSurf const &);
	HBspSurf(INT);
	struct HBspSurf & operator=(struct HBspSurf const &);
};

// =============================================================================
// HCoords (Class From DLL)
// =============================================================================
struct DLL_IMPORT HCoords
{
public:
	virtual TCHAR const * GetName() const;
	virtual INT IsA(TCHAR const *) const;
	HCoords(struct HCoords const &);
	HCoords(class FCameraSceneNode *);
	struct HCoords & operator=(struct HCoords const &);
};

// =============================================================================
// HHitProxy (Class From DLL)
// =============================================================================
struct DLL_IMPORT HHitProxy
{
public:
	virtual TCHAR const * GetName() const;
	virtual INT IsA(TCHAR const *) const;
	virtual void Click(struct FHitCause const &);
	virtual class AActor * GetActor();
	HHitProxy(struct HHitProxy const &);
	HHitProxy();
	struct HHitProxy & operator=(struct HHitProxy const &);
};

// =============================================================================
// HMaterialTree (Class From DLL)
// =============================================================================
struct DLL_IMPORT HMaterialTree
{
public:
	virtual TCHAR const * GetName() const;
	virtual INT IsA(TCHAR const *) const;
	HMaterialTree(struct HMaterialTree const &);
	HMaterialTree(class UMaterial *, DWORD);
	struct HMaterialTree & operator=(struct HMaterialTree const &);
};

// =============================================================================
// HMatineeAction (Class From DLL)
// =============================================================================
struct DLL_IMPORT HMatineeAction
{
public:
	virtual TCHAR const * GetName() const;
	virtual INT IsA(TCHAR const *) const;
	HMatineeAction(struct HMatineeAction const &);
	HMatineeAction(class ASceneManager *, class UMatAction *);
	struct HMatineeAction & operator=(struct HMatineeAction const &);
};

// =============================================================================
// HMatineeScene (Class From DLL)
// =============================================================================
struct DLL_IMPORT HMatineeScene
{
public:
	virtual TCHAR const * GetName() const;
	virtual INT IsA(TCHAR const *) const;
	HMatineeScene(struct HMatineeScene const &);
	HMatineeScene(class ASceneManager *);
	struct HMatineeScene & operator=(struct HMatineeScene const &);
};

// =============================================================================
// HMatineeSubAction (Class From DLL)
// =============================================================================
struct DLL_IMPORT HMatineeSubAction
{
public:
	virtual TCHAR const * GetName() const;
	virtual INT IsA(TCHAR const *) const;
	HMatineeSubAction(struct HMatineeSubAction const &);
	HMatineeSubAction(class UMatSubAction *, class UMatAction *);
	struct HMatineeSubAction & operator=(struct HMatineeSubAction const &);
};

// =============================================================================
// HMatineeTimePath (Class From DLL)
// =============================================================================
struct DLL_IMPORT HMatineeTimePath
{
public:
	virtual TCHAR const * GetName() const;
	virtual INT IsA(TCHAR const *) const;
	HMatineeTimePath(struct HMatineeTimePath const &);
	HMatineeTimePath(class ASceneManager *);
	struct HMatineeTimePath & operator=(struct HMatineeTimePath const &);
};

// =============================================================================
// HTerrain (Class From DLL)
// =============================================================================
struct DLL_IMPORT HTerrain
{
public:
	virtual TCHAR const * GetName() const;
	virtual INT IsA(TCHAR const *) const;
	virtual class AActor * GetActor();
	HTerrain(struct HTerrain const &);
	HTerrain(class ATerrainInfo *);
	struct HTerrain & operator=(struct HTerrain const &);
};

// =============================================================================
// HTerrainToolLayer (Class From DLL)
// =============================================================================
struct DLL_IMPORT HTerrainToolLayer
{
public:
	virtual TCHAR const * GetName() const;
	virtual INT IsA(TCHAR const *) const;
	HTerrainToolLayer(struct HTerrainToolLayer const &);
	HTerrainToolLayer(class ATerrainInfo *, INT, class UTexture *);
	struct HTerrainToolLayer & operator=(struct HTerrainToolLayer const &);
};

// =============================================================================
// TArray<unsigned char> (Class From DLL)
// =============================================================================
/*
struct DLL_IMPORT TArray<unsigned char>
{
public:
	~TArray<unsigned char>();
	INT Add(INT);
	INT AddItem(BYTE const &);
	INT AddUniqueItem(BYTE const &);
	INT AddZeroed(INT);
	void CountBytes(class FArchive &);
	void Empty(INT);
	INT FindItem(BYTE const &, INT &) const;
	INT FindItemIndex(BYTE const &) const;
	void Insert(INT, INT);
	void InsertZeroed(INT, INT);
	BYTE & Last(INT);
	BYTE const & Last(INT) const;
	BYTE Pop();
	void Remove(INT, INT);
	INT RemoveItem(BYTE const &);
	void SetSize(INT);
	void Shrink();
	TArray<unsigned char>(class TArray<unsigned char> const &);
	TArray<unsigned char>(INT);
	TArray<unsigned char>(enum ENoInit);
	TArray<unsigned char>();
	class TArray<unsigned char> & operator+(class TArray<unsigned char> const &);
	class TArray<unsigned char> & operator+=(class TArray<unsigned char> const &);
	class TArray<unsigned char> & operator=(class TArray<unsigned char> const &);
	BYTE & operatorint)();
	BYTE const & operatorint)() const;
};
*/
// =============================================================================
// TLIPSincAnimation (Class From DLL)
// =============================================================================
class DLL_IMPORT TLIPSincAnimation
{
public:
	~TLIPSincAnimation();
	void AddExpressionTrack(class TLIPSincAnimationTrack &);
	void AddTrack(class TLIPSincAnimationTrack &);
	void Digest();
	INT DiskFootprint();
	INT EndTime();
	DOUBLE ExpressionValueAtTime(DOUBLE, class FString);
	class FString FullPkgName();
	FLOAT GetBlendInTime();
	FLOAT GetBlendOutTime();
	class TLIPSincAnimationTrack * GetExpressionTrack(class FString);
	class TLIPSincAnimationTrack * GetTrack(INT);
	class USound * GetUSound();
	INT IsInterruptible();
	INT MemFootprint();
	class FString Name();
	INT NumTracks();
	INT Pause(class AActor *);
	INT Play(class AActor *, FLOAT, FLOAT, FLOAT);
	INT Resume(class AActor *);
	void SetBlendInTime(FLOAT);
	void SetBlendOutTime(FLOAT);
	void SetFullPkgName(class FString);
	void SetInterruptible(INT);
	void SetName(class FString);
	INT Stop(class AActor *);
	TLIPSincAnimation(class TLIPSincAnimation const &);
	TLIPSincAnimation();
	INT ValuesAtTime(DOUBLE, class TArray<double> &);
	static INT const kTLIPSincAnimationVersion();
	class TLIPSincAnimation & operator=(class TLIPSincAnimation const &);
};

// =============================================================================
// TLIPSincAnimationKey (Class From DLL)
// =============================================================================
class DLL_IMPORT TLIPSincAnimationKey
{
public:
	~TLIPSincAnimationKey();
	void SetTime(INT);
	void SetValue(DOUBLE);
	TLIPSincAnimationKey(class TLIPSincAnimationKey const &);
	TLIPSincAnimationKey(INT, DOUBLE);
	TLIPSincAnimationKey();
	INT Time();
	DOUBLE Value();
	static INT const kTLIPSincAnimationKeyVersion();
	INT operator!=(class TLIPSincAnimationKey const &) const;
	class TLIPSincAnimationKey & operator=(class TLIPSincAnimationKey const &);
	INT operator==(class TLIPSincAnimationKey const &) const;
};

// =============================================================================
// TLIPSincAnimationTrack (Class From DLL)
// =============================================================================
class DLL_IMPORT TLIPSincAnimationTrack
{
public:
	~TLIPSincAnimationTrack();
	void AddKey(class TLIPSincAnimationKey &);
	void DeleteKey(INT);
	class TLIPSincAnimationKey * GetKey(INT);
	class FString GetName();
	INT NumKeys();
	void SetName(class FString);
	TLIPSincAnimationTrack(class TLIPSincAnimationTrack const &);
	TLIPSincAnimationTrack();
	DOUBLE ValueAtTime(DOUBLE);
	static INT const kTLIPSincAnimationTrackVersion();
	class TLIPSincAnimationTrack & operator=(class TLIPSincAnimationTrack const &);
};

// =============================================================================
// TLIPSincBase (Class From DLL)
// =============================================================================
class DLL_IMPORT TLIPSincBase
{
public:
	class TLIPSincBase & operator=(class TLIPSincBase const &);
};

// =============================================================================
// TLIPSincBlendInfo (Class From DLL)
// =============================================================================
class DLL_IMPORT TLIPSincBlendInfo
{
public:
	~TLIPSincBlendInfo();
	void Reset();
	TLIPSincBlendInfo(class TLIPSincBlendInfo const &);
	TLIPSincBlendInfo();
	class TLIPSincBlendInfo & operator=(class TLIPSincBlendInfo const &);
};

// =============================================================================
// TLIPSincBone (Class From DLL)
// =============================================================================
class DLL_IMPORT TLIPSincBone
{
public:
	~TLIPSincBone();
	class FQuat Orientation();
	class FVector Position();
	void SetOrientation(class FQuat);
	void SetPosition(class FVector);
	TLIPSincBone(class TLIPSincBone const &);
	TLIPSincBone();
	static INT const kTLIPSincBoneVersion();
	class TLIPSincBone & operator=(class TLIPSincBone const &);
};

// =============================================================================
// TLIPSincBonePose (Class From DLL)
// =============================================================================
class DLL_IMPORT TLIPSincBonePose
{
public:
	~TLIPSincBonePose();
	void AddBone(class TLIPSincBone &);
	class TLIPSincBone * GetBone(INT);
	TLIPSincBonePose(class TLIPSincBonePose const &);
	TLIPSincBonePose();
	static INT const kTLIPSincBonePoseVersion();
	class TLIPSincBonePose & operator=(class TLIPSincBonePose const &);
};

// =============================================================================
// TLIPSincBonePoseInfo (Class From DLL)
// =============================================================================
class DLL_IMPORT TLIPSincBonePoseInfo
{
public:
	~TLIPSincBonePoseInfo();
	void AddBone(class FString);
	void AddPose(class TLIPSincBonePose &);
	void Blend(class TArray<double> &);
	INT BuildBoneMap(class USkeletalMesh *, class TArray<class FString> *);
	void Clear();
	class TLIPSincBone * FindUnrealBone(INT);
	INT FindUnrealBoneIndex(INT);
	class FString GetBoneName(INT);
	class TArray<class TLIPSincBone> & GetBoneTransforms();
	class TLIPSincBonePose * GetPose(INT);
	INT GetUnrealBoneIndex(INT);
	INT MemFootprint();
	INT NumBonePoses();
	INT NumBonesPerPose();
	TLIPSincBonePoseInfo(class TLIPSincBonePoseInfo const &);
	TLIPSincBonePoseInfo();
	static INT const kTLIPSincBonePoseInfoVersion();
	class TLIPSincBonePoseInfo & operator=(class TLIPSincBonePoseInfo const &);
};

// =============================================================================
// TLIPSincController (Class From DLL)
// =============================================================================
class DLL_IMPORT TLIPSincController
{
public:
	~TLIPSincController();
	void AddAnimation(class TLIPSincAnimation &);
	void AddExpression(class TLIPSincExpressionInfo &);
	void BlendIn(class TArray<class FVector> &, class TArray<class FQuat> &, class TLIPSincAnimation *, class TLIPSincBlendInfo &, class TArray<class TLIPSincIndexedBone> &, class TArray<double> &, FLOAT);
	void BlendOut(class TArray<class FVector> &, class TArray<class FQuat> &, class TArray<class TLIPSincIndexedBone> &, FLOAT);
	class TLIPSincBonePoseInfo * BonePoseInfo();
	void DeleteAnimation(INT);
	void DeleteExpression(class FString);
	INT DiskFootprint();
	void FinalBlend(class TArray<class TLIPSincIndexedBone> &);
	INT FindAnimIndex(class FString);
	class TLIPSincAnimation * GetAnimation(INT);
	INT GetDirty();
	class TLIPSincExpressionInfo * GetExpression(INT);
	class TLIPSincExpressionInfo * GetExpression(class FString);
	class TLIPSincLookAtInfo * GetLookAtInfo();
	INT InitializeBones(class TArray<class TLIPSincIndexedBone> &);
	void LoadFromDisk(class FString);
	INT MemFootprint();
	class FString Name();
	INT NumAnimations();
	INT NumExpressions();
	INT ProcessLIPSinc(class TLIPSincAnimation *, class AActor *, class TArray<class FCoords> &, class TArray<class FVector> &, class TArray<class FQuat> &, class TLIPSincBlendInfo &, class TArray<double> &, class TArray<class TLIPSincIndexedBone> &);
	void SaveToDisk(class FString);
	void SetDirty();
	void SetName(class FString);
	TLIPSincController(class TLIPSincController const &);
	TLIPSincController();
	DOUBLE TotalAnimTime();
	void UpdateUnrealBoneCache(class TArray<class FCoords> &, class TArray<class FVector> &, class TArray<class FQuat> &, class TArray<class TLIPSincIndexedBone> &);
	static INT const kTLIPSincControllerVersion();
	class TLIPSincController & operator=(class TLIPSincController const &);
};

// =============================================================================
// TLIPSincDB (Class From DLL)
// =============================================================================
class DLL_IMPORT TLIPSincDB
{
public:
	~TLIPSincDB();
	void AddController(class TLIPSincController &);
	void DeleteController(INT);
	class TLIPSincController * FindControllerByName(class FString);
	class TLIPSincController * GetController(INT);
	INT GetControllerIndex(class FString);
	void LoadLIPSincDBFromDisk(class TArray<class FString> &);
	INT NumLoadedControllers();
	TLIPSincDB(class TLIPSincDB const &);
	TLIPSincDB();
	class TLIPSincDB & operator=(class TLIPSincDB const &);
};

// =============================================================================
// TLIPSincExpressionInfo (Class From DLL)
// =============================================================================
class DLL_IMPORT TLIPSincExpressionInfo
{
public:
	~TLIPSincExpressionInfo();
	void Blend(class TLIPSincBonePose *, class TArray<double> &, INT);
	class FString GetName();
	INT MemFootprint();
	void SetName(class FString);
	TLIPSincExpressionInfo(class TLIPSincExpressionInfo const &);
	TLIPSincExpressionInfo();
	static INT const kTLIPSincExpressionInfoVersion();
	class TLIPSincExpressionInfo & operator=(class TLIPSincExpressionInfo const &);
};

// =============================================================================
// TLIPSincIndexedBone (Class From DLL)
// =============================================================================
class DLL_IMPORT TLIPSincIndexedBone
{
public:
	~TLIPSincIndexedBone();
	INT GetUnrealIndex();
	void SetUnrealIndex(INT);
	TLIPSincIndexedBone(class TLIPSincIndexedBone const &);
	TLIPSincIndexedBone();
	class TLIPSincIndexedBone & operator=(class TLIPSincIndexedBone const &);
};

// =============================================================================
// TLIPSincLBPFileParser (Class From DLL)
// =============================================================================
class DLL_IMPORT TLIPSincLBPFileParser
{
public:
	~TLIPSincLBPFileParser();
	INT Parse(class FString, class TLIPSincBonePoseInfo *, class TLIPSincPhonemeMap *, class TLIPSincLookAtInfo *, class USkeletalMesh *, class TArray<class FString> *);
	TLIPSincLBPFileParser();
	static INT const kLBPVersion();
	class TLIPSincLBPFileParser & operator=(class TLIPSincLBPFileParser const &);
};

// =============================================================================
// TLIPSincLTFFileParser (Class From DLL)
// =============================================================================
class DLL_IMPORT TLIPSincLTFFileParser
{
public:
	~TLIPSincLTFFileParser();
	INT Parse(class FString, class TLIPSincAnimation *, class USkeletalMesh *);
	TLIPSincLTFFileParser();
	static FLOAT const kLTFVersion();
	class TLIPSincLTFFileParser & operator=(class TLIPSincLTFFileParser const &);
};

// =============================================================================
// TLIPSincLookAtController (Class From DLL)
// =============================================================================
class DLL_IMPORT TLIPSincLookAtController
{
public:
	~TLIPSincLookAtController();
	class TLIPSincBone & GetHeadBoneTransform();
	class TLIPSincBone & GetLeftEyeBoneTransform();
	class TLIPSincBone & GetRightEyeBoneTransform();
	INT IsLookingAtSomething();
	void StartLookAt(class AActor *, class FVector);
	void StopLookAt();
	TLIPSincLookAtController(class TLIPSincLookAtController const &);
	TLIPSincLookAtController();
	void Update(class TLIPSincLookAtInfo *, class USkeletalMesh *, class TArray<class FCoords> &, class TArray<class FVector> &, class TArray<class FQuat> &, class FMatrix &, class USkeletalMeshInstance *);
	class TLIPSincLookAtController & operator=(class TLIPSincLookAtController const &);
};

// =============================================================================
// TLIPSincLookAtInfo (Class From DLL)
// =============================================================================
class DLL_IMPORT TLIPSincLookAtInfo
{
public:
	~TLIPSincLookAtInfo();
	INT BuildBoneMap(class USkeletalMesh *);
	class FString GetHeadBoneName();
	class FString GetLeftEyeBoneName();
	class FString GetRightEyeBoneName();
	INT GetUnrealHeadBoneIndex();
	INT GetUnrealLeftEyeBoneIndex();
	INT GetUnrealRightEyeBoneIndex();
	void SetHeadBoneName(class FString);
	void SetLeftEyeBoneName(class FString);
	void SetRightEyeBoneName(class FString);
	TLIPSincLookAtInfo(class TLIPSincLookAtInfo const &);
	TLIPSincLookAtInfo();
	static INT const kTLIPSincLookAtInfoVersion();
	class TLIPSincLookAtInfo & operator=(class TLIPSincLookAtInfo const &);
};

// =============================================================================
// TLIPSincPhonemeMap (Class From DLL)
// =============================================================================
class DLL_IMPORT TLIPSincPhonemeMap
{
public:
	~TLIPSincPhonemeMap();
	void AddPhonemeMappingEntry(class FString, class TLIPSincPhonemeWeights &);
	void AddSpeechTargetName(class FString);
	INT NumPhonemeEntries();
	INT NumSpeechTargets();
	void SaveToDisk(class FString, class FString);
	TLIPSincPhonemeMap(class TLIPSincPhonemeMap const &);
	TLIPSincPhonemeMap();
	class TLIPSincPhonemeMap & operator=(class TLIPSincPhonemeMap const &);
};

// =============================================================================
// TLIPSincPhonemeMap::TLIPSincPhonemeWeights (Class From DLL)
// =============================================================================
/*
struct DLL_IMPORT TLIPSincPhonemeWeights
{
public:
	~TLIPSincPhonemeWeights();
	INT NumWeights();
	TLIPSincPhonemeWeights(class TLIPSincPhonemeWeights const &);
	TLIPSincPhonemeWeights();
	class TLIPSincPhonemeWeights & operator=(class TLIPSincPhonemeWeights const &);
};
*/
// =============================================================================
// TLIPSincTalkerList (Class From DLL)
// =============================================================================
class DLL_IMPORT TLIPSincTalkerList
{
public:
	~TLIPSincTalkerList();
	void Add(class USkeletalMeshInstance *);
	void Clear();
	void ForceUpdate();
	void Remove(class USkeletalMeshInstance *);
	TLIPSincTalkerList();
	class TLIPSincTalkerList & operator=(class TLIPSincTalkerList const &);
};

// =============================================================================
// TLIPSincTalkerList::TLIPSincTalker (Class From DLL)
// =============================================================================
/*
struct DLL_IMPORT TLIPSincTalkerList::TLIPSincTalker
{
public:
	~TLIPSincTalker();
	TLIPSincTalker(class USkeletalMeshInstance *, class TLIPSincTalker::TLIPSincTalker *);
	TLIPSincTalker();
	class TLIPSincTalkerList::TLIPSincTalker & operator=(class TLIPSincTalkerList::TLIPSincTalker const &);
};
*/
// =============================================================================
// TLazyArray<unsigned char> (Class From DLL)
// =============================================================================
/*
struct DLL_IMPORT TLazyArray<unsigned char>
{
public:
	virtual void Load();
	virtual void Unload();
	~TLazyArray<unsigned char>();
	TLazyArray<unsigned char>(class TLazyArray<unsigned char> const &);
	TLazyArray<unsigned char>(INT);
	class TLazyArray<unsigned char> & operator=(class TLazyArray<unsigned char> const &);
};
*/
// =============================================================================
// UTerrainBrush (Class From DLL)
// =============================================================================
class DLL_IMPORT UTerrainBrush
{
public:
	virtual void Execute(INT);
	virtual void MouseMove(FLOAT, FLOAT);
	virtual void MouseButtonDown(class UViewport *);
	virtual ~UTerrainBrush();
	virtual void MouseButtonUp(class UViewport *);
	virtual class FBox GetRect();
	INT BeginPainting(class UTexture * *, class ATerrainInfo * *);
	void EndPainting(class UTexture *, class ATerrainInfo *);
	UTerrainBrush(class UTerrainBrush const &);
	UTerrainBrush();
	class UTerrainBrush & operator=(class UTerrainBrush const &);
};

// =============================================================================
// UTerrainBrushColor (Class From DLL)
// =============================================================================
class DLL_IMPORT UTerrainBrushColor
{
public:
	virtual void Execute(INT);
	virtual ~UTerrainBrushColor();
	UTerrainBrushColor(class UTerrainBrushColor const &);
	UTerrainBrushColor();
	class UTerrainBrushColor & operator=(class UTerrainBrushColor const &);
};

// =============================================================================
// UTerrainBrushEdgeTurn (Class From DLL)
// =============================================================================
class DLL_IMPORT UTerrainBrushEdgeTurn
{
public:
	virtual void Execute(INT);
	virtual ~UTerrainBrushEdgeTurn();
	virtual class FBox GetRect();
	UTerrainBrushEdgeTurn(class UTerrainBrushEdgeTurn const &);
	UTerrainBrushEdgeTurn();
	class UTerrainBrushEdgeTurn & operator=(class UTerrainBrushEdgeTurn const &);
};

// =============================================================================
// UTerrainBrushFlatten (Class From DLL)
// =============================================================================
class DLL_IMPORT UTerrainBrushFlatten
{
public:
	virtual void Execute(INT);
	virtual ~UTerrainBrushFlatten();
	UTerrainBrushFlatten(class UTerrainBrushFlatten const &);
	UTerrainBrushFlatten();
	class UTerrainBrushFlatten & operator=(class UTerrainBrushFlatten const &);
};

// =============================================================================
// UTerrainBrushNoise (Class From DLL)
// =============================================================================
class DLL_IMPORT UTerrainBrushNoise
{
public:
	virtual void Execute(INT);
	virtual ~UTerrainBrushNoise();
	UTerrainBrushNoise(class UTerrainBrushNoise const &);
	UTerrainBrushNoise();
	class UTerrainBrushNoise & operator=(class UTerrainBrushNoise const &);
};

// =============================================================================
// UTerrainBrushPaint (Class From DLL)
// =============================================================================
class DLL_IMPORT UTerrainBrushPaint
{
public:
	virtual void Execute(INT);
	virtual ~UTerrainBrushPaint();
	UTerrainBrushPaint(class UTerrainBrushPaint const &);
	UTerrainBrushPaint();
	class UTerrainBrushPaint & operator=(class UTerrainBrushPaint const &);
};

// =============================================================================
// UTerrainBrushSelect (Class From DLL)
// =============================================================================
class DLL_IMPORT UTerrainBrushSelect
{
public:
	virtual void Execute(INT);
	virtual void MouseMove(FLOAT, FLOAT);
	virtual void MouseButtonDown(class UViewport *);
	virtual ~UTerrainBrushSelect();
	virtual class FBox GetRect();
	UTerrainBrushSelect(class UTerrainBrushSelect const &);
	UTerrainBrushSelect();
	class UTerrainBrushSelect & operator=(class UTerrainBrushSelect const &);
};

// =============================================================================
// UTerrainBrushSmooth (Class From DLL)
// =============================================================================
class DLL_IMPORT UTerrainBrushSmooth
{
public:
	virtual void Execute(INT);
	virtual ~UTerrainBrushSmooth();
	UTerrainBrushSmooth(class UTerrainBrushSmooth const &);
	UTerrainBrushSmooth();
	class UTerrainBrushSmooth & operator=(class UTerrainBrushSmooth const &);
};

// =============================================================================
// UTerrainBrushTexPan (Class From DLL)
// =============================================================================
class DLL_IMPORT UTerrainBrushTexPan
{
public:
	virtual void MouseMove(FLOAT, FLOAT);
	virtual ~UTerrainBrushTexPan();
	UTerrainBrushTexPan(class UTerrainBrushTexPan const &);
	UTerrainBrushTexPan();
	class UTerrainBrushTexPan & operator=(class UTerrainBrushTexPan const &);
};

// =============================================================================
// UTerrainBrushTexRotate (Class From DLL)
// =============================================================================
class DLL_IMPORT UTerrainBrushTexRotate
{
public:
	virtual void MouseMove(FLOAT, FLOAT);
	virtual ~UTerrainBrushTexRotate();
	UTerrainBrushTexRotate(class UTerrainBrushTexRotate const &);
	UTerrainBrushTexRotate();
	class UTerrainBrushTexRotate & operator=(class UTerrainBrushTexRotate const &);
};

// =============================================================================
// UTerrainBrushTexScale (Class From DLL)
// =============================================================================
class DLL_IMPORT UTerrainBrushTexScale
{
public:
	virtual void MouseMove(FLOAT, FLOAT);
	virtual ~UTerrainBrushTexScale();
	UTerrainBrushTexScale(class UTerrainBrushTexScale const &);
	UTerrainBrushTexScale();
	class UTerrainBrushTexScale & operator=(class UTerrainBrushTexScale const &);
};

// =============================================================================
// UTerrainBrushVertexEdit (Class From DLL)
// =============================================================================
class DLL_IMPORT UTerrainBrushVertexEdit
{
public:
	virtual ~UTerrainBrushVertexEdit();
	UTerrainBrushVertexEdit(class UTerrainBrushVertexEdit const &);
	UTerrainBrushVertexEdit();
	class UTerrainBrushVertexEdit & operator=(class UTerrainBrushVertexEdit const &);
};

// =============================================================================
// UTerrainBrushVisibility (Class From DLL)
// =============================================================================
class DLL_IMPORT UTerrainBrushVisibility
{
public:
	virtual void Execute(INT);
	virtual ~UTerrainBrushVisibility();
	virtual class FBox GetRect();
	UTerrainBrushVisibility(class UTerrainBrushVisibility const &);
	UTerrainBrushVisibility();
	class UTerrainBrushVisibility & operator=(class UTerrainBrushVisibility const &);
};

#ifndef NAMES_ONLY
#undef AUTOGENERATE_NAME
#undef AUTOGENERATE_FUNCTION
#endif NAMES_ONLY

#if _MSC_VER
#pragma pack (pop)
#endif
