#pragma once // Dumped with Dumper-7! #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // FUNCTIONS //--------------------------------------------------------------------------------------------------------------------- // BlueprintGeneratedClass BP_AINPC_CombatGunState_Reload.BP_AINPC_CombatGunState_Reload_C // (None) class UClass* UBP_AINPC_CombatGunState_Reload_C::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("BP_AINPC_CombatGunState_Reload_C"); return Clss; } // BP_AINPC_CombatGunState_Reload_C BP_AINPC_CombatGunState_Reload.Default__BP_AINPC_CombatGunState_Reload_C // (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted) class UBP_AINPC_CombatGunState_Reload_C* UBP_AINPC_CombatGunState_Reload_C::GetDefaultObj() { static class UBP_AINPC_CombatGunState_Reload_C* Default = nullptr; if (!Default) Default = static_cast(UBP_AINPC_CombatGunState_Reload_C::StaticClass()->DefaultObject); return Default; } // Function BP_AINPC_CombatGunState_Reload.BP_AINPC_CombatGunState_Reload_C.StateEnter // (Event, Public, BlueprintEvent) // Parameters: void UBP_AINPC_CombatGunState_Reload_C::StateEnter() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AINPC_CombatGunState_Reload_C", "StateEnter"); UObject::ProcessEvent(Func, nullptr); } // Function BP_AINPC_CombatGunState_Reload.BP_AINPC_CombatGunState_Reload_C.StateExit // (Event, Public, BlueprintEvent) // Parameters: void UBP_AINPC_CombatGunState_Reload_C::StateExit() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AINPC_CombatGunState_Reload_C", "StateExit"); UObject::ProcessEvent(Func, nullptr); } // Function BP_AINPC_CombatGunState_Reload.BP_AINPC_CombatGunState_Reload_C.ExecuteUbergraph_BP_AINPC_CombatGunState_Reload // (Final, UbergraphFunction, HasDefaults) // Parameters: // int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // float CallFunc_GetReloadTime_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APalCharacter* CallFunc_GetSelfActor_SelfActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_MakeVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalActionComponent* CallFunc_GetActionComponent_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // struct FActionDynamicParameter K2Node_MakeStruct_ActionDynamicParameter (None) // class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalActionBase* CallFunc_PlayActionParameter_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AActor* CallFunc_GetTargetActor_TargetActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // double CallFunc_MakeVector_X_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AINPC_CombatGunState_Reload_C::ExecuteUbergraph_BP_AINPC_CombatGunState_Reload(int32 EntryPoint, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle, float CallFunc_GetReloadTime_ReturnValue, class APalCharacter* CallFunc_GetSelfActor_SelfActor, const struct FVector& CallFunc_MakeVector_ReturnValue, class UPalActionComponent* CallFunc_GetActionComponent_ReturnValue, const struct FActionDynamicParameter& K2Node_MakeStruct_ActionDynamicParameter, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_1, class UPalActionBase* CallFunc_PlayActionParameter_ReturnValue, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle_1, class AActor* CallFunc_GetTargetActor_TargetActor, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_2, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle_2, double CallFunc_MakeVector_X_ImplicitCast) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AINPC_CombatGunState_Reload_C", "ExecuteUbergraph_BP_AINPC_CombatGunState_Reload"); Params::UBP_AINPC_CombatGunState_Reload_C_ExecuteUbergraph_BP_AINPC_CombatGunState_Reload_Params Parms{}; Parms.EntryPoint = EntryPoint; Parms.CallFunc_GetControllerRef_NPCAICon = CallFunc_GetControllerRef_NPCAICon; Parms.CallFunc_GetWeaponHandle_WeaponHandle = CallFunc_GetWeaponHandle_WeaponHandle; Parms.CallFunc_GetReloadTime_ReturnValue = CallFunc_GetReloadTime_ReturnValue; Parms.CallFunc_GetSelfActor_SelfActor = CallFunc_GetSelfActor_SelfActor; Parms.CallFunc_MakeVector_ReturnValue = CallFunc_MakeVector_ReturnValue; Parms.CallFunc_GetActionComponent_ReturnValue = CallFunc_GetActionComponent_ReturnValue; Parms.K2Node_MakeStruct_ActionDynamicParameter = K2Node_MakeStruct_ActionDynamicParameter; Parms.CallFunc_GetControllerRef_NPCAICon_1 = CallFunc_GetControllerRef_NPCAICon_1; Parms.CallFunc_PlayActionParameter_ReturnValue = CallFunc_PlayActionParameter_ReturnValue; Parms.CallFunc_GetWeaponHandle_WeaponHandle_1 = CallFunc_GetWeaponHandle_WeaponHandle_1; Parms.CallFunc_GetTargetActor_TargetActor = CallFunc_GetTargetActor_TargetActor; Parms.CallFunc_GetControllerRef_NPCAICon_2 = CallFunc_GetControllerRef_NPCAICon_2; Parms.CallFunc_GetWeaponHandle_WeaponHandle_2 = CallFunc_GetWeaponHandle_WeaponHandle_2; Parms.CallFunc_MakeVector_X_ImplicitCast = CallFunc_MakeVector_X_ImplicitCast; UObject::ProcessEvent(Func, &Parms); } }