#pragma once // Dumped with Dumper-7! #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // FUNCTIONS //--------------------------------------------------------------------------------------------------------------------- // BlueprintGeneratedClass BP_AINPC_CombatGunState_AimMove.BP_AINPC_CombatGunState_AimMove_C // (None) class UClass* UBP_AINPC_CombatGunState_AimMove_C::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("BP_AINPC_CombatGunState_AimMove_C"); return Clss; } // BP_AINPC_CombatGunState_AimMove_C BP_AINPC_CombatGunState_AimMove.Default__BP_AINPC_CombatGunState_AimMove_C // (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted) class UBP_AINPC_CombatGunState_AimMove_C* UBP_AINPC_CombatGunState_AimMove_C::GetDefaultObj() { static class UBP_AINPC_CombatGunState_AimMove_C* Default = nullptr; if (!Default) Default = static_cast(UBP_AINPC_CombatGunState_AimMove_C::StaticClass()->DefaultObject); return Default; } // Function BP_AINPC_CombatGunState_AimMove.BP_AINPC_CombatGunState_AimMove_C.FindMoveGoal // (Public, HasOutParams, BlueprintCallable, BlueprintEvent) // Parameters: // bool Success (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector GoalPos (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_Conv_FloatToVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APalCharacter* CallFunc_GetSelfActor_SelfActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_MoveDIrectionWorldSpace_Direction (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_K2_GetActorLocation_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_Multiply_VectorVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_Add_VectorVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_IsExistPathForLocation_ForBP_HeightRangeCheck_OutGoalLocation(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsExistPathForLocation_ForBP_HeightRangeCheck_ReturnValue(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AINPC_CombatGunState_AimMove_C::FindMoveGoal(bool* Success, struct FVector* GoalPos, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon, const struct FVector& CallFunc_Conv_FloatToVector_ReturnValue, class APalCharacter* CallFunc_GetSelfActor_SelfActor, const struct FVector& CallFunc_MoveDIrectionWorldSpace_Direction, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue, const struct FVector& CallFunc_Multiply_VectorVector_ReturnValue, const struct FVector& CallFunc_Add_VectorVector_ReturnValue, const struct FVector& CallFunc_IsExistPathForLocation_ForBP_HeightRangeCheck_OutGoalLocation, bool CallFunc_IsExistPathForLocation_ForBP_HeightRangeCheck_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AINPC_CombatGunState_AimMove_C", "FindMoveGoal"); Params::UBP_AINPC_CombatGunState_AimMove_C_FindMoveGoal_Params Parms{}; Parms.CallFunc_GetControllerRef_NPCAICon = CallFunc_GetControllerRef_NPCAICon; Parms.CallFunc_Conv_FloatToVector_ReturnValue = CallFunc_Conv_FloatToVector_ReturnValue; Parms.CallFunc_GetSelfActor_SelfActor = CallFunc_GetSelfActor_SelfActor; Parms.CallFunc_MoveDIrectionWorldSpace_Direction = CallFunc_MoveDIrectionWorldSpace_Direction; Parms.CallFunc_K2_GetActorLocation_ReturnValue = CallFunc_K2_GetActorLocation_ReturnValue; Parms.CallFunc_Multiply_VectorVector_ReturnValue = CallFunc_Multiply_VectorVector_ReturnValue; Parms.CallFunc_Add_VectorVector_ReturnValue = CallFunc_Add_VectorVector_ReturnValue; Parms.CallFunc_IsExistPathForLocation_ForBP_HeightRangeCheck_OutGoalLocation = CallFunc_IsExistPathForLocation_ForBP_HeightRangeCheck_OutGoalLocation; Parms.CallFunc_IsExistPathForLocation_ForBP_HeightRangeCheck_ReturnValue = CallFunc_IsExistPathForLocation_ForBP_HeightRangeCheck_ReturnValue; UObject::ProcessEvent(Func, &Parms); if (Success != nullptr) *Success = Parms.Success; if (GoalPos != nullptr) *GoalPos = std::move(Parms.GoalPos); } // Function BP_AINPC_CombatGunState_AimMove.BP_AINPC_CombatGunState_AimMove_C.MoveDIrectionWorldSpace // (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure) // Parameters: // struct FVector Direction (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APalCharacter* CallFunc_GetSelfActor_SelfActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FRotator CallFunc_K2_GetActorRotation_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor) // struct FVector CallFunc_GreaterGreater_VectorRotator_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AINPC_CombatGunState_AimMove_C::MoveDIrectionWorldSpace(struct FVector* Direction, class APalCharacter* CallFunc_GetSelfActor_SelfActor, const struct FRotator& CallFunc_K2_GetActorRotation_ReturnValue, const struct FVector& CallFunc_GreaterGreater_VectorRotator_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AINPC_CombatGunState_AimMove_C", "MoveDIrectionWorldSpace"); Params::UBP_AINPC_CombatGunState_AimMove_C_MoveDIrectionWorldSpace_Params Parms{}; Parms.CallFunc_GetSelfActor_SelfActor = CallFunc_GetSelfActor_SelfActor; Parms.CallFunc_K2_GetActorRotation_ReturnValue = CallFunc_K2_GetActorRotation_ReturnValue; Parms.CallFunc_GreaterGreater_VectorRotator_ReturnValue = CallFunc_GreaterGreater_VectorRotator_ReturnValue; UObject::ProcessEvent(Func, &Parms); if (Direction != nullptr) *Direction = std::move(Parms.Direction); } // Function BP_AINPC_CombatGunState_AimMove.BP_AINPC_CombatGunState_AimMove_C.StateEnter // (Event, Public, BlueprintEvent) // Parameters: void UBP_AINPC_CombatGunState_AimMove_C::StateEnter() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AINPC_CombatGunState_AimMove_C", "StateEnter"); UObject::ProcessEvent(Func, nullptr); } // Function BP_AINPC_CombatGunState_AimMove.BP_AINPC_CombatGunState_AimMove_C.StateExit // (Event, Public, BlueprintEvent) // Parameters: void UBP_AINPC_CombatGunState_AimMove_C::StateExit() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AINPC_CombatGunState_AimMove_C", "StateExit"); UObject::ProcessEvent(Func, nullptr); } // Function BP_AINPC_CombatGunState_AimMove.BP_AINPC_CombatGunState_AimMove_C.StateTick // (Event, Public, BlueprintEvent) // Parameters: // float DeltaTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AINPC_CombatGunState_AimMove_C::StateTick(float DeltaTime) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AINPC_CombatGunState_AimMove_C", "StateTick"); Params::UBP_AINPC_CombatGunState_AimMove_C_StateTick_Params Parms{}; Parms.DeltaTime = DeltaTime; UObject::ProcessEvent(Func, &Parms); } // Function BP_AINPC_CombatGunState_AimMove.BP_AINPC_CombatGunState_AimMove_C.ExecuteUbergraph_BP_AINPC_CombatGunState_AimMove // (Final, UbergraphFunction) // Parameters: // int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // float K2Node_Event_DeltaTime (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_RandomIntegerInRange_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_RandomIntegerInRange_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // float CallFunc_Conv_IntToFloat_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_Multiply_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_Subtract_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // float CallFunc_Conv_IntToFloat_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AActor* CallFunc_GetTargetActor_TargetActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_MakeVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool CallFunc_FindMoveGoal_Success (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_FindMoveGoal_GoalPos (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class AActor* CallFunc_GetTargetActor_TargetActor_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APalCharacter* CallFunc_GetSelfActor_SelfActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_K2_GetActorLocation_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APalCharacter* CallFunc_GetSelfActor_SelfActor_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APalCharacter* CallFunc_GetSelfActor_SelfActor_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_K2_GetActorLocation_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_Subtract_VectorVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APalCharacter* CallFunc_GetSelfActor_SelfActor_3 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_K2_GetActorLocation_ReturnValue_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // struct FVector CallFunc_Subtract_VectorVector_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double CallFunc_MakeVector_X_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // double CallFunc_MakeVector_Y_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AINPC_CombatGunState_AimMove_C::ExecuteUbergraph_BP_AINPC_CombatGunState_AimMove(int32 EntryPoint, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon, float K2Node_Event_DeltaTime, int32 CallFunc_RandomIntegerInRange_ReturnValue, int32 CallFunc_RandomIntegerInRange_ReturnValue_1, float CallFunc_Conv_IntToFloat_ReturnValue, int32 CallFunc_Multiply_IntInt_ReturnValue, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_1, int32 CallFunc_Subtract_IntInt_ReturnValue, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle, float CallFunc_Conv_IntToFloat_ReturnValue_1, class AActor* CallFunc_GetTargetActor_TargetActor, const struct FVector& CallFunc_MakeVector_ReturnValue, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_2, bool CallFunc_FindMoveGoal_Success, const struct FVector& CallFunc_FindMoveGoal_GoalPos, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle_1, class AActor* CallFunc_GetTargetActor_TargetActor_1, class APalCharacter* CallFunc_GetSelfActor_SelfActor, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue, class APalCharacter* CallFunc_GetSelfActor_SelfActor_1, class APalCharacter* CallFunc_GetSelfActor_SelfActor_2, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue_1, const struct FVector& CallFunc_Subtract_VectorVector_ReturnValue, class APalCharacter* CallFunc_GetSelfActor_SelfActor_3, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue_2, const struct FVector& CallFunc_Subtract_VectorVector_ReturnValue_1, double CallFunc_MakeVector_X_ImplicitCast, double CallFunc_MakeVector_Y_ImplicitCast) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AINPC_CombatGunState_AimMove_C", "ExecuteUbergraph_BP_AINPC_CombatGunState_AimMove"); Params::UBP_AINPC_CombatGunState_AimMove_C_ExecuteUbergraph_BP_AINPC_CombatGunState_AimMove_Params Parms{}; Parms.EntryPoint = EntryPoint; Parms.CallFunc_GetControllerRef_NPCAICon = CallFunc_GetControllerRef_NPCAICon; Parms.K2Node_Event_DeltaTime = K2Node_Event_DeltaTime; Parms.CallFunc_RandomIntegerInRange_ReturnValue = CallFunc_RandomIntegerInRange_ReturnValue; Parms.CallFunc_RandomIntegerInRange_ReturnValue_1 = CallFunc_RandomIntegerInRange_ReturnValue_1; Parms.CallFunc_Conv_IntToFloat_ReturnValue = CallFunc_Conv_IntToFloat_ReturnValue; Parms.CallFunc_Multiply_IntInt_ReturnValue = CallFunc_Multiply_IntInt_ReturnValue; Parms.CallFunc_GetControllerRef_NPCAICon_1 = CallFunc_GetControllerRef_NPCAICon_1; Parms.CallFunc_Subtract_IntInt_ReturnValue = CallFunc_Subtract_IntInt_ReturnValue; Parms.CallFunc_GetWeaponHandle_WeaponHandle = CallFunc_GetWeaponHandle_WeaponHandle; Parms.CallFunc_Conv_IntToFloat_ReturnValue_1 = CallFunc_Conv_IntToFloat_ReturnValue_1; Parms.CallFunc_GetTargetActor_TargetActor = CallFunc_GetTargetActor_TargetActor; Parms.CallFunc_MakeVector_ReturnValue = CallFunc_MakeVector_ReturnValue; Parms.CallFunc_GetControllerRef_NPCAICon_2 = CallFunc_GetControllerRef_NPCAICon_2; Parms.CallFunc_FindMoveGoal_Success = CallFunc_FindMoveGoal_Success; Parms.CallFunc_FindMoveGoal_GoalPos = CallFunc_FindMoveGoal_GoalPos; Parms.CallFunc_GetWeaponHandle_WeaponHandle_1 = CallFunc_GetWeaponHandle_WeaponHandle_1; Parms.CallFunc_GetTargetActor_TargetActor_1 = CallFunc_GetTargetActor_TargetActor_1; Parms.CallFunc_GetSelfActor_SelfActor = CallFunc_GetSelfActor_SelfActor; Parms.CallFunc_K2_GetActorLocation_ReturnValue = CallFunc_K2_GetActorLocation_ReturnValue; Parms.CallFunc_GetSelfActor_SelfActor_1 = CallFunc_GetSelfActor_SelfActor_1; Parms.CallFunc_GetSelfActor_SelfActor_2 = CallFunc_GetSelfActor_SelfActor_2; Parms.CallFunc_K2_GetActorLocation_ReturnValue_1 = CallFunc_K2_GetActorLocation_ReturnValue_1; Parms.CallFunc_Subtract_VectorVector_ReturnValue = CallFunc_Subtract_VectorVector_ReturnValue; Parms.CallFunc_GetSelfActor_SelfActor_3 = CallFunc_GetSelfActor_SelfActor_3; Parms.CallFunc_K2_GetActorLocation_ReturnValue_2 = CallFunc_K2_GetActorLocation_ReturnValue_2; Parms.CallFunc_Subtract_VectorVector_ReturnValue_1 = CallFunc_Subtract_VectorVector_ReturnValue_1; Parms.CallFunc_MakeVector_X_ImplicitCast = CallFunc_MakeVector_X_ImplicitCast; Parms.CallFunc_MakeVector_Y_ImplicitCast = CallFunc_MakeVector_Y_ImplicitCast; UObject::ProcessEvent(Func, &Parms); } }