#pragma once // Dumped with Dumper-7! namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // CLASSES //--------------------------------------------------------------------------------------------------------------------- // 0x20 (0x558 - 0x538) // BlueprintGeneratedClass BP_ThrowWeaponBase.BP_ThrowWeaponBase_C class ABP_ThrowWeaponBase_C : public APalWeaponBase { public: struct FPointerToUberGraphFrame UberGraphFrame; // 0x538(0x8)(ZeroConstructor, Transient, DuplicateTransient) class USceneComponent* DefaultSceneRoot; // 0x540(0x8)(BlueprintVisible, ZeroConstructor, InstancedReference, NonTransactional, NoDestructor, HasGetValueTypeHash) FMulticastInlineDelegateProperty_ ThrowEventDispatcher; // 0x548(0x10)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable) static class UClass* StaticClass(); static class ABP_ThrowWeaponBase_C* GetDefaultObj(); bool IsEnableAutoAim(); void GetBulletShootRotation(struct FRotator* BulletRotate, const struct FVector& CallFunc_GetTargetLocation_Location, class APalCharacter* CallFunc_FindOwnerPalCharacter_ReturnValue, class UPalSkeletalMeshComponent* CallFunc_GetMainMesh_ReturnValue, const struct FVector& CallFunc_GetSocketLocation_ReturnValue, const struct FVector& CallFunc_Subtract_VectorVector_ReturnValue, const struct FRotator& CallFunc_MakeRotFromX_ReturnValue); void ChangeRideThrowMontage(class UBP_ShooterAnime_ThrowBase_C* ShooterAnime, class UAnimMontage* NextMontage, const struct FVector& CameraForward, const struct FVector& PlayerForward, class APalPlayerCharacter* Player, const struct FVector& CallFunc_GetActorRightVector_ReturnValue, double CallFunc_Dot_VectorVector_ReturnValue, double CallFunc_Dot_VectorVector_ReturnValue_1, bool CallFunc_Greater_DoubleDouble_ReturnValue, bool CallFunc_Greater_DoubleDouble_ReturnValue_1, const struct FVector& CallFunc_GetActorForwardVector_ReturnValue, const struct FRotator& CallFunc_GetCameraRotator_ReturnValue, const struct FVector& CallFunc_Vector_Normal2D_ReturnValue, const struct FVector& CallFunc_GreaterGreater_VectorRotator_ReturnValue, const struct FVector& CallFunc_Vector_Normal2D_ReturnValue_1, class AActor* CallFunc_GetOwner_ReturnValue, class APalPlayerCharacter* K2Node_DynamicCast_AsPal_Player_Character, bool K2Node_DynamicCast_bSuccess, class UPalRiderComponent* CallFunc_GetComponentByClass_ReturnValue, enum class EPalRidePositionType CallFunc_GetCurrentRidePositionType_ReturnValue, bool CallFunc_IsRiding_ReturnValue, bool CallFunc_NotEqual_ByteByte_ReturnValue, class AActor* CallFunc_GetOwner_ReturnValue_1, bool CallFunc_BooleanAND_ReturnValue, class UPalShooterComponent* CallFunc_GetComponentByClass_ReturnValue_1, class UPalShooterAnimeAssetBase* CallFunc_GetThrowAnimAsset_ReturnValue, class UBP_ShooterAnime_ThrowBase_C* K2Node_DynamicCast_AsBP_Shooter_Anime_Throw_Base, bool K2Node_DynamicCast_bSuccess_1); void GetRideMontageByDirection(bool* Suceess, class UAnimMontage** NextAnim); void GetTargetLocation(struct FVector* Location, class APalCharacter* CallFunc_GetOwnerCharacter_ReturnValue, class UPalCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue, const struct FVector& CallFunc_GetOverrideTargetLocation_ConsiderRide_ReturnValue, bool CallFunc_IsValid_ReturnValue); void GetThrowObjectClass(class UClass** ThrowObject); void OnThrow(float CallFunc_GetSneakAttackRate_ReturnValue, int32 CallFunc_GetWeaponDamage_ReturnValue, const struct FRotator& CallFunc_GetBulletShootRotation_BulletRotate, bool CallFunc_DecrementBullet_ReturnValue, class UClass* CallFunc_GetThrowObjectClass_ThrowObject, class APalCharacter* CallFunc_FindOwnerPalCharacter_ReturnValue, class UPalSkeletalMeshComponent* CallFunc_GetMainMesh_ReturnValue, const struct FVector& CallFunc_GetSocketLocation_ReturnValue, const struct FTransform& CallFunc_MakeTransform_ReturnValue, class AActor* CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, class AActor* CallFunc_FinishSpawningActor_ReturnValue, class APalBullet* K2Node_DynamicCast_AsPal_Bullet, bool K2Node_DynamicCast_bSuccess); void ReceiveBeginPlay(); void OnWeaponNotify(enum class EWeaponNotifyType Type); void OnPullTrigger(); void ExecuteUbergraph_BP_ThrowWeaponBase(int32 EntryPoint, enum class EWeaponNotifyType K2Node_Event_type, bool K2Node_SwitchEnum_CmpSuccess); void ThrowEventDispatcher__DelegateSignature(class AActor* Bullet); }; }