#pragma once // Dumped with Dumper-7! #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // FUNCTIONS //--------------------------------------------------------------------------------------------------------------------- // BlueprintGeneratedClass BP_AINPC_CombatState_Base.BP_AINPC_CombatState_Base_C // (None) class UClass* UBP_AINPC_CombatState_Base_C::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("BP_AINPC_CombatState_Base_C"); return Clss; } // BP_AINPC_CombatState_Base_C BP_AINPC_CombatState_Base.Default__BP_AINPC_CombatState_Base_C // (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted) class UBP_AINPC_CombatState_Base_C* UBP_AINPC_CombatState_Base_C::GetDefaultObj() { static class UBP_AINPC_CombatState_Base_C* Default = nullptr; if (!Default) Default = static_cast(UBP_AINPC_CombatState_Base_C::StaticClass()->DefaultObject); return Default; } // Function BP_AINPC_CombatState_Base.BP_AINPC_CombatState_Base_C.IsEndSelfState // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool IsEnd (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AINPC_CombatState_Base_C::IsEndSelfState(bool* IsEnd) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AINPC_CombatState_Base_C", "IsEndSelfState"); Params::UBP_AINPC_CombatState_Base_C_IsEndSelfState_Params Parms{}; UObject::ProcessEvent(Func, &Parms); if (IsEnd != nullptr) *IsEnd = Parms.IsEnd; } // Function BP_AINPC_CombatState_Base.BP_AINPC_CombatState_Base_C.ShootAbleSlefForwardDot // (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool ShootAble (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APalCharacter* CallFunc_GetSelfActor_SelfActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AActor* CallFunc_GetTargetActor_TargetActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_InFanShapAimTarget_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APalCharacter* CallFunc_GetSelfActor_SelfActor_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AActor* CallFunc_GetTargetActor_TargetActor_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsValid_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AINPC_CombatState_Base_C::ShootAbleSlefForwardDot(bool* ShootAble, class APalCharacter* CallFunc_GetSelfActor_SelfActor, class AActor* CallFunc_GetTargetActor_TargetActor, bool CallFunc_InFanShapAimTarget_ReturnValue, class APalCharacter* CallFunc_GetSelfActor_SelfActor_1, bool CallFunc_IsValid_ReturnValue, class AActor* CallFunc_GetTargetActor_TargetActor_1, bool CallFunc_IsValid_ReturnValue_1) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AINPC_CombatState_Base_C", "ShootAbleSlefForwardDot"); Params::UBP_AINPC_CombatState_Base_C_ShootAbleSlefForwardDot_Params Parms{}; Parms.CallFunc_GetSelfActor_SelfActor = CallFunc_GetSelfActor_SelfActor; Parms.CallFunc_GetTargetActor_TargetActor = CallFunc_GetTargetActor_TargetActor; Parms.CallFunc_InFanShapAimTarget_ReturnValue = CallFunc_InFanShapAimTarget_ReturnValue; Parms.CallFunc_GetSelfActor_SelfActor_1 = CallFunc_GetSelfActor_SelfActor_1; Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue; Parms.CallFunc_GetTargetActor_TargetActor_1 = CallFunc_GetTargetActor_TargetActor_1; Parms.CallFunc_IsValid_ReturnValue_1 = CallFunc_IsValid_ReturnValue_1; UObject::ProcessEvent(Func, &Parms); if (ShootAble != nullptr) *ShootAble = Parms.ShootAble; } // Function BP_AINPC_CombatState_Base.BP_AINPC_CombatState_Base_C.AttackAblePlayerCamera // (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // bool AttackAble (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APalCharacter* CallFunc_GetSelfActor_SelfActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AActor* CallFunc_GetTargetActor_TargetActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsAIAttackAbleByPlayerCamera_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AINPC_CombatState_Base_C::AttackAblePlayerCamera(bool* AttackAble, class APalCharacter* CallFunc_GetSelfActor_SelfActor, class AActor* CallFunc_GetTargetActor_TargetActor, bool CallFunc_IsAIAttackAbleByPlayerCamera_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AINPC_CombatState_Base_C", "AttackAblePlayerCamera"); Params::UBP_AINPC_CombatState_Base_C_AttackAblePlayerCamera_Params Parms{}; Parms.CallFunc_GetSelfActor_SelfActor = CallFunc_GetSelfActor_SelfActor; Parms.CallFunc_GetTargetActor_TargetActor = CallFunc_GetTargetActor_TargetActor; Parms.CallFunc_IsAIAttackAbleByPlayerCamera_ReturnValue = CallFunc_IsAIAttackAbleByPlayerCamera_ReturnValue; UObject::ProcessEvent(Func, &Parms); if (AttackAble != nullptr) *AttackAble = Parms.AttackAble; } // Function BP_AINPC_CombatState_Base.BP_AINPC_CombatState_Base_C.GetControllerRef // (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class ABP_NPCAIController_C* NPCAICon (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UBP_AIAction_NPC_CombatBase_C*CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat (ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash) // class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon (ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AINPC_CombatState_Base_C::GetControllerRef(class ABP_NPCAIController_C** NPCAICon, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AINPC_CombatState_Base_C", "GetControllerRef"); Params::UBP_AINPC_CombatState_Base_C_GetControllerRef_Params Parms{}; Parms.CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat = CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat; Parms.CallFunc_GetControllerRef_NPCAICon = CallFunc_GetControllerRef_NPCAICon; UObject::ProcessEvent(Func, &Parms); if (NPCAICon != nullptr) *NPCAICon = Parms.NPCAICon; } // Function BP_AINPC_CombatState_Base.BP_AINPC_CombatState_Base_C.GetShooterComponent // (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UPalShooterComponent* ShooterComp (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class APalCharacter* CallFunc_GetSelfActor_SelfActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalShooterComponent* CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void UBP_AINPC_CombatState_Base_C::GetShooterComponent(class UPalShooterComponent** ShooterComp, class APalCharacter* CallFunc_GetSelfActor_SelfActor, class UPalShooterComponent* CallFunc_GetComponentByClass_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AINPC_CombatState_Base_C", "GetShooterComponent"); Params::UBP_AINPC_CombatState_Base_C_GetShooterComponent_Params Parms{}; Parms.CallFunc_GetSelfActor_SelfActor = CallFunc_GetSelfActor_SelfActor; Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue; UObject::ProcessEvent(Func, &Parms); if (ShooterComp != nullptr) *ShooterComp = Parms.ShooterComp; } // Function BP_AINPC_CombatState_Base.BP_AINPC_CombatState_Base_C.GetSelfActor // (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class APalCharacter* SelfActor (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UBP_AIAction_NPC_CombatBase_C*CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat (ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash) void UBP_AINPC_CombatState_Base_C::GetSelfActor(class APalCharacter** SelfActor, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AINPC_CombatState_Base_C", "GetSelfActor"); Params::UBP_AINPC_CombatState_Base_C_GetSelfActor_Params Parms{}; Parms.CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat = CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat; UObject::ProcessEvent(Func, &Parms); if (SelfActor != nullptr) *SelfActor = Parms.SelfActor; } // Function BP_AINPC_CombatState_Base.BP_AINPC_CombatState_Base_C.GetTargetActor // (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class AActor* TargetActor (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UBP_AIAction_NPC_CombatBase_C*CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat (ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash) void UBP_AINPC_CombatState_Base_C::GetTargetActor(class AActor** TargetActor, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AINPC_CombatState_Base_C", "GetTargetActor"); Params::UBP_AINPC_CombatState_Base_C_GetTargetActor_Params Parms{}; Parms.CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat = CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat; UObject::ProcessEvent(Func, &Parms); if (TargetActor != nullptr) *TargetActor = Parms.TargetActor; } // Function BP_AINPC_CombatState_Base.BP_AINPC_CombatState_Base_C.GetCombatAIActionRef // (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // class UBP_AIAction_NPC_CombatBase_C*BPAIActionNPCCombat (Parm, OutParm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash) // class UObject* CallFunc_GetOuterObject_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UBP_AIAction_NPC_CombatBase_C*K2Node_DynamicCast_AsBP_AIAction_NPC_Combat_Base (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AINPC_CombatState_Base_C::GetCombatAIActionRef(class UBP_AIAction_NPC_CombatBase_C** BPAIActionNPCCombat, class UObject* CallFunc_GetOuterObject_ReturnValue, class UBP_AIAction_NPC_CombatBase_C* K2Node_DynamicCast_AsBP_AIAction_NPC_Combat_Base, bool K2Node_DynamicCast_bSuccess) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AINPC_CombatState_Base_C", "GetCombatAIActionRef"); Params::UBP_AINPC_CombatState_Base_C_GetCombatAIActionRef_Params Parms{}; Parms.CallFunc_GetOuterObject_ReturnValue = CallFunc_GetOuterObject_ReturnValue; Parms.K2Node_DynamicCast_AsBP_AIAction_NPC_Combat_Base = K2Node_DynamicCast_AsBP_AIAction_NPC_Combat_Base; Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess; UObject::ProcessEvent(Func, &Parms); if (BPAIActionNPCCombat != nullptr) *BPAIActionNPCCombat = Parms.BPAIActionNPCCombat; } }