#pragma once // Dumped with Dumper-7! #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // FUNCTIONS //--------------------------------------------------------------------------------------------------------------------- // BlueprintGeneratedClass BP_AINPC_Combat_CommonState_BackwardTurn.BP_AINPC_Combat_CommonState_BackwardTurn_C // (None) class UClass* UBP_AINPC_Combat_CommonState_BackwardTurn_C::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("BP_AINPC_Combat_CommonState_BackwardTurn_C"); return Clss; } // BP_AINPC_Combat_CommonState_BackwardTurn_C BP_AINPC_Combat_CommonState_BackwardTurn.Default__BP_AINPC_Combat_CommonState_BackwardTurn_C // (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted) class UBP_AINPC_Combat_CommonState_BackwardTurn_C* UBP_AINPC_Combat_CommonState_BackwardTurn_C::GetDefaultObj() { static class UBP_AINPC_Combat_CommonState_BackwardTurn_C* Default = nullptr; if (!Default) Default = static_cast(UBP_AINPC_Combat_CommonState_BackwardTurn_C::StaticClass()->DefaultObject); return Default; } // Function BP_AINPC_Combat_CommonState_BackwardTurn.BP_AINPC_Combat_CommonState_BackwardTurn_C.StateTick // (Event, Public, BlueprintEvent) // Parameters: // float DeltaTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AINPC_Combat_CommonState_BackwardTurn_C::StateTick(float DeltaTime) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AINPC_Combat_CommonState_BackwardTurn_C", "StateTick"); Params::UBP_AINPC_Combat_CommonState_BackwardTurn_C_StateTick_Params Parms{}; Parms.DeltaTime = DeltaTime; UObject::ProcessEvent(Func, &Parms); } // Function BP_AINPC_Combat_CommonState_BackwardTurn.BP_AINPC_Combat_CommonState_BackwardTurn_C.StateEnter // (Event, Public, BlueprintEvent) // Parameters: void UBP_AINPC_Combat_CommonState_BackwardTurn_C::StateEnter() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AINPC_Combat_CommonState_BackwardTurn_C", "StateEnter"); UObject::ProcessEvent(Func, nullptr); } // Function BP_AINPC_Combat_CommonState_BackwardTurn.BP_AINPC_Combat_CommonState_BackwardTurn_C.StateExit // (Event, Public, BlueprintEvent) // Parameters: void UBP_AINPC_Combat_CommonState_BackwardTurn_C::StateExit() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AINPC_Combat_CommonState_BackwardTurn_C", "StateExit"); UObject::ProcessEvent(Func, nullptr); } // Function BP_AINPC_Combat_CommonState_BackwardTurn.BP_AINPC_Combat_CommonState_BackwardTurn_C.ExecuteUbergraph_BP_AINPC_Combat_CommonState_BackwardTurn // (Final, UbergraphFunction) // Parameters: // int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UBP_AIAction_NPC_CombatBase_C*CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat (ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // float K2Node_Event_DeltaTime (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APalCharacter* CallFunc_GetSelfActor_SelfActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AActor* CallFunc_GetTargetActor_TargetActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UBP_AIAction_NPC_CombatBase_C*CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_1 (ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APawn* CallFunc_K2_GetPawn_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalShooterComponent* CallFunc_GetShooterComponent_ShooterComp (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_GetActorRightVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_GetActorForwardVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_Multiply_VectorFloat_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalShooterComponent* CallFunc_GetShooterComponent_ShooterComp_1 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_RandomIntegerInRange_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double CallFunc_Multiply_IntFloat_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double CallFunc_Subtract_DoubleDouble_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_Multiply_VectorFloat_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_Add_VectorVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APalCharacter* CallFunc_GetSelfActor_SelfActor_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalCharacterMovementComponent*CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // class APalCharacter* CallFunc_GetSelfActor_SelfActor_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalCharacterMovementComponent*CallFunc_GetComponentByClass_ReturnValue_1 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) void UBP_AINPC_Combat_CommonState_BackwardTurn_C::ExecuteUbergraph_BP_AINPC_Combat_CommonState_BackwardTurn(int32 EntryPoint, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat, class AController* CallFunc_GetController_ReturnValue, float K2Node_Event_DeltaTime, class APalCharacter* CallFunc_GetSelfActor_SelfActor, class AActor* CallFunc_GetTargetActor_TargetActor, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_1, class AController* CallFunc_GetController_ReturnValue_1, class APawn* CallFunc_K2_GetPawn_ReturnValue, class UPalShooterComponent* CallFunc_GetShooterComponent_ShooterComp, const struct FVector& CallFunc_GetActorRightVector_ReturnValue, const struct FVector& CallFunc_GetActorForwardVector_ReturnValue, const struct FVector& CallFunc_Multiply_VectorFloat_ReturnValue, class UPalShooterComponent* CallFunc_GetShooterComponent_ShooterComp_1, int32 CallFunc_RandomIntegerInRange_ReturnValue, double CallFunc_Multiply_IntFloat_ReturnValue, double CallFunc_Subtract_DoubleDouble_ReturnValue, const struct FVector& CallFunc_Multiply_VectorFloat_ReturnValue_1, const struct FVector& CallFunc_Add_VectorVector_ReturnValue, class APalCharacter* CallFunc_GetSelfActor_SelfActor_1, class UPalCharacterMovementComponent* CallFunc_GetComponentByClass_ReturnValue, class APalCharacter* CallFunc_GetSelfActor_SelfActor_2, class UPalCharacterMovementComponent* CallFunc_GetComponentByClass_ReturnValue_1) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AINPC_Combat_CommonState_BackwardTurn_C", "ExecuteUbergraph_BP_AINPC_Combat_CommonState_BackwardTurn"); Params::UBP_AINPC_Combat_CommonState_BackwardTurn_C_ExecuteUbergraph_BP_AINPC_Combat_CommonState_BackwardTurn_Params Parms{}; Parms.EntryPoint = EntryPoint; Parms.CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat = CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat; Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue; Parms.K2Node_Event_DeltaTime = K2Node_Event_DeltaTime; Parms.CallFunc_GetSelfActor_SelfActor = CallFunc_GetSelfActor_SelfActor; Parms.CallFunc_GetTargetActor_TargetActor = CallFunc_GetTargetActor_TargetActor; Parms.CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_1 = CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_1; Parms.CallFunc_GetController_ReturnValue_1 = CallFunc_GetController_ReturnValue_1; Parms.CallFunc_K2_GetPawn_ReturnValue = CallFunc_K2_GetPawn_ReturnValue; Parms.CallFunc_GetShooterComponent_ShooterComp = CallFunc_GetShooterComponent_ShooterComp; Parms.CallFunc_GetActorRightVector_ReturnValue = CallFunc_GetActorRightVector_ReturnValue; Parms.CallFunc_GetActorForwardVector_ReturnValue = CallFunc_GetActorForwardVector_ReturnValue; Parms.CallFunc_Multiply_VectorFloat_ReturnValue = CallFunc_Multiply_VectorFloat_ReturnValue; Parms.CallFunc_GetShooterComponent_ShooterComp_1 = CallFunc_GetShooterComponent_ShooterComp_1; Parms.CallFunc_RandomIntegerInRange_ReturnValue = CallFunc_RandomIntegerInRange_ReturnValue; Parms.CallFunc_Multiply_IntFloat_ReturnValue = CallFunc_Multiply_IntFloat_ReturnValue; Parms.CallFunc_Subtract_DoubleDouble_ReturnValue = CallFunc_Subtract_DoubleDouble_ReturnValue; Parms.CallFunc_Multiply_VectorFloat_ReturnValue_1 = CallFunc_Multiply_VectorFloat_ReturnValue_1; Parms.CallFunc_Add_VectorVector_ReturnValue = CallFunc_Add_VectorVector_ReturnValue; Parms.CallFunc_GetSelfActor_SelfActor_1 = CallFunc_GetSelfActor_SelfActor_1; Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue; Parms.CallFunc_GetSelfActor_SelfActor_2 = CallFunc_GetSelfActor_SelfActor_2; Parms.CallFunc_GetComponentByClass_ReturnValue_1 = CallFunc_GetComponentByClass_ReturnValue_1; UObject::ProcessEvent(Func, &Parms); } }