#pragma once // Dumped with Dumper-7! #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // FUNCTIONS //--------------------------------------------------------------------------------------------------------------------- // BlueprintGeneratedClass BP_AINPC_CombatGunState_FireMove_FlameThrower.BP_AINPC_CombatGunState_FireMove_FlameThrower_C // (None) class UClass* UBP_AINPC_CombatGunState_FireMove_FlameThrower_C::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("BP_AINPC_CombatGunState_FireMove_FlameThrower_C"); return Clss; } // BP_AINPC_CombatGunState_FireMove_FlameThrower_C BP_AINPC_CombatGunState_FireMove_FlameThrower.Default__BP_AINPC_CombatGunState_FireMove_FlameThrower_C // (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted) class UBP_AINPC_CombatGunState_FireMove_FlameThrower_C* UBP_AINPC_CombatGunState_FireMove_FlameThrower_C::GetDefaultObj() { static class UBP_AINPC_CombatGunState_FireMove_FlameThrower_C* Default = nullptr; if (!Default) Default = static_cast(UBP_AINPC_CombatGunState_FireMove_FlameThrower_C::StaticClass()->DefaultObject); return Default; } // Function BP_AINPC_CombatGunState_FireMove_FlameThrower.BP_AINPC_CombatGunState_FireMove_FlameThrower_C.StateEnter // (Event, Public, BlueprintEvent) // Parameters: void UBP_AINPC_CombatGunState_FireMove_FlameThrower_C::StateEnter() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AINPC_CombatGunState_FireMove_FlameThrower_C", "StateEnter"); UObject::ProcessEvent(Func, nullptr); } // Function BP_AINPC_CombatGunState_FireMove_FlameThrower.BP_AINPC_CombatGunState_FireMove_FlameThrower_C.StateExit // (Event, Public, BlueprintEvent) // Parameters: void UBP_AINPC_CombatGunState_FireMove_FlameThrower_C::StateExit() { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AINPC_CombatGunState_FireMove_FlameThrower_C", "StateExit"); UObject::ProcessEvent(Func, nullptr); } // Function BP_AINPC_CombatGunState_FireMove_FlameThrower.BP_AINPC_CombatGunState_FireMove_FlameThrower_C.ExecuteUbergraph_BP_AINPC_CombatGunState_FireMove_FlameThrower // (Final, UbergraphFunction) // 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) // class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // float CallFunc_GetRandomMoveTimeMin_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AINPC_CombatGunState_FireMove_FlameThrower_C::ExecuteUbergraph_BP_AINPC_CombatGunState_FireMove_FlameThrower(int32 EntryPoint, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_1, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle_1, float CallFunc_GetRandomMoveTimeMin_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AINPC_CombatGunState_FireMove_FlameThrower_C", "ExecuteUbergraph_BP_AINPC_CombatGunState_FireMove_FlameThrower"); Params::UBP_AINPC_CombatGunState_FireMove_FlameThrower_C_ExecuteUbergraph_BP_AINPC_CombatGunState_FireMove_FlameThrower_Params Parms{}; Parms.EntryPoint = EntryPoint; Parms.CallFunc_GetControllerRef_NPCAICon = CallFunc_GetControllerRef_NPCAICon; Parms.CallFunc_GetWeaponHandle_WeaponHandle = CallFunc_GetWeaponHandle_WeaponHandle; Parms.CallFunc_GetControllerRef_NPCAICon_1 = CallFunc_GetControllerRef_NPCAICon_1; Parms.CallFunc_GetWeaponHandle_WeaponHandle_1 = CallFunc_GetWeaponHandle_WeaponHandle_1; Parms.CallFunc_GetRandomMoveTimeMin_ReturnValue = CallFunc_GetRandomMoveTimeMin_ReturnValue; UObject::ProcessEvent(Func, &Parms); } }