#pragma once // Dumped with Dumper-7! #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // FUNCTIONS //--------------------------------------------------------------------------------------------------------------------- // BlueprintGeneratedClass BP_AIAction_Invader_StandbyBaseCamp.BP_AIAction_Invader_StandbyBaseCamp_C // (None) class UClass* UBP_AIAction_Invader_StandbyBaseCamp_C::StaticClass() { static class UClass* Clss = nullptr; if (!Clss) Clss = UObject::FindClassFast("BP_AIAction_Invader_StandbyBaseCamp_C"); return Clss; } // BP_AIAction_Invader_StandbyBaseCamp_C BP_AIAction_Invader_StandbyBaseCamp.Default__BP_AIAction_Invader_StandbyBaseCamp_C // (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted) class UBP_AIAction_Invader_StandbyBaseCamp_C* UBP_AIAction_Invader_StandbyBaseCamp_C::GetDefaultObj() { static class UBP_AIAction_Invader_StandbyBaseCamp_C* Default = nullptr; if (!Default) Default = static_cast(UBP_AIAction_Invader_StandbyBaseCamp_C::StaticClass()->DefaultObject); return Default; } // Function BP_AIAction_Invader_StandbyBaseCamp.BP_AIAction_Invader_StandbyBaseCamp_C.SightCheckAndResponse // (Protected, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // enum class EPalAIResponseType Current (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool OverrideIsDamage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool ChangeNextAction (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalCheatManager* CallFunc_GetPalCheatManager_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash) // bool CallFunc_IsDisableEnemyEyeSight_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // TArray CallFunc_SightCheckAllPlayer_InSightPlayers (ReferenceParm) // class APalCharacter* CallFunc_Array_Get_Item (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // int32 CallFunc_Array_Length_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_EqualEqual_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_Invader_StandbyBaseCamp_C::SightCheckAndResponse(enum class EPalAIResponseType Current, bool OverrideIsDamage, bool* ChangeNextAction, class AController* CallFunc_GetController_ReturnValue, class UPalCheatManager* CallFunc_GetPalCheatManager_ReturnValue, class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue, bool CallFunc_IsDisableEnemyEyeSight_ReturnValue, TArray& CallFunc_SightCheckAllPlayer_InSightPlayers, class APalCharacter* CallFunc_Array_Get_Item, int32 CallFunc_Array_Length_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_Invader_StandbyBaseCamp_C", "SightCheckAndResponse"); Params::UBP_AIAction_Invader_StandbyBaseCamp_C_SightCheckAndResponse_Params Parms{}; Parms.Current = Current; Parms.OverrideIsDamage = OverrideIsDamage; Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue; Parms.CallFunc_GetPalCheatManager_ReturnValue = CallFunc_GetPalCheatManager_ReturnValue; Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue; Parms.CallFunc_IsDisableEnemyEyeSight_ReturnValue = CallFunc_IsDisableEnemyEyeSight_ReturnValue; Parms.CallFunc_SightCheckAllPlayer_InSightPlayers = CallFunc_SightCheckAllPlayer_InSightPlayers; Parms.CallFunc_Array_Get_Item = CallFunc_Array_Get_Item; Parms.CallFunc_Array_Length_ReturnValue = CallFunc_Array_Length_ReturnValue; Parms.CallFunc_EqualEqual_IntInt_ReturnValue = CallFunc_EqualEqual_IntInt_ReturnValue; UObject::ProcessEvent(Func, &Parms); if (ChangeNextAction != nullptr) *ChangeNextAction = Parms.ChangeNextAction; } // Function BP_AIAction_Invader_StandbyBaseCamp.BP_AIAction_Invader_StandbyBaseCamp_C.OnSquadMemberDeadEvent // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // struct FPalDeadInfo DeadInbfo (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor) void UBP_AIAction_Invader_StandbyBaseCamp_C::OnSquadMemberDeadEvent(const struct FPalDeadInfo& DeadInbfo) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_Invader_StandbyBaseCamp_C", "OnSquadMemberDeadEvent"); Params::UBP_AIAction_Invader_StandbyBaseCamp_C_OnSquadMemberDeadEvent_Params Parms{}; Parms.DeadInbfo = DeadInbfo; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_Invader_StandbyBaseCamp.BP_AIAction_Invader_StandbyBaseCamp_C.SoundEvent // (Protected, BlueprintCallable, BlueprintEvent) // Parameters: // struct FVector EmitLocation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_Invader_StandbyBaseCamp_C::SoundEvent(const struct FVector& EmitLocation) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_Invader_StandbyBaseCamp_C", "SoundEvent"); Params::UBP_AIAction_Invader_StandbyBaseCamp_C_SoundEvent_Params Parms{}; Parms.EmitLocation = EmitLocation; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_Invader_StandbyBaseCamp.BP_AIAction_Invader_StandbyBaseCamp_C.Fun_Damage_AIResponse // (Private, BlueprintCallable, BlueprintEvent) // Parameters: // struct FPalDamageResult DamageResult (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor) // class APalCharacter* TempTarget (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, NoDestructor, HasGetValueTypeHash) // class APalCharacter* K2Node_DynamicCast_AsPal_Character (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // class APawn* CallFunc_K2_GetPawn_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_Invader_StandbyBaseCamp_C::Fun_Damage_AIResponse(const struct FPalDamageResult& DamageResult, class APalCharacter* TempTarget, class APalCharacter* K2Node_DynamicCast_AsPal_Character, bool K2Node_DynamicCast_bSuccess, class AController* CallFunc_GetController_ReturnValue, class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue, class APawn* CallFunc_K2_GetPawn_ReturnValue) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_Invader_StandbyBaseCamp_C", "Fun_Damage_AIResponse"); Params::UBP_AIAction_Invader_StandbyBaseCamp_C_Fun_Damage_AIResponse_Params Parms{}; Parms.DamageResult = DamageResult; Parms.TempTarget = TempTarget; Parms.K2Node_DynamicCast_AsPal_Character = K2Node_DynamicCast_AsPal_Character; Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess; Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue; Parms.CallFunc_GetBattleManager_ReturnValue = CallFunc_GetBattleManager_ReturnValue; Parms.CallFunc_K2_GetPawn_ReturnValue = CallFunc_K2_GetPawn_ReturnValue; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_Invader_StandbyBaseCamp.BP_AIAction_Invader_StandbyBaseCamp_C.ActionTick // (Event, Public, BlueprintEvent) // Parameters: // class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash) // float DeltaSeconds (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_Invader_StandbyBaseCamp_C::ActionTick(class APawn* ControlledPawn, float DeltaSeconds) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_Invader_StandbyBaseCamp_C", "ActionTick"); Params::UBP_AIAction_Invader_StandbyBaseCamp_C_ActionTick_Params Parms{}; Parms.ControlledPawn = ControlledPawn; Parms.DeltaSeconds = DeltaSeconds; UObject::ProcessEvent(Func, &Parms); } // Function BP_AIAction_Invader_StandbyBaseCamp.BP_AIAction_Invader_StandbyBaseCamp_C.ExecuteUbergraph_BP_AIAction_Invader_StandbyBaseCamp // (Final, UbergraphFunction) // Parameters: // int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // bool CallFunc_SightCheckAndResponse_ChangeNextAction (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) // class APawn* K2Node_Event_ControlledPawn (ZeroConstructor, NoDestructor, HasGetValueTypeHash) // float K2Node_Event_DeltaSeconds (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash) void UBP_AIAction_Invader_StandbyBaseCamp_C::ExecuteUbergraph_BP_AIAction_Invader_StandbyBaseCamp(int32 EntryPoint, bool CallFunc_SightCheckAndResponse_ChangeNextAction, class APawn* K2Node_Event_ControlledPawn, float K2Node_Event_DeltaSeconds) { static class UFunction* Func = nullptr; if (!Func) Func = Class->GetFunction("BP_AIAction_Invader_StandbyBaseCamp_C", "ExecuteUbergraph_BP_AIAction_Invader_StandbyBaseCamp"); Params::UBP_AIAction_Invader_StandbyBaseCamp_C_ExecuteUbergraph_BP_AIAction_Invader_StandbyBaseCamp_Params Parms{}; Parms.EntryPoint = EntryPoint; Parms.CallFunc_SightCheckAndResponse_ChangeNextAction = CallFunc_SightCheckAndResponse_ChangeNextAction; Parms.K2Node_Event_ControlledPawn = K2Node_Event_ControlledPawn; Parms.K2Node_Event_DeltaSeconds = K2Node_Event_DeltaSeconds; UObject::ProcessEvent(Func, &Parms); } }