#pragma once // Dumped with Dumper-7! namespace SDK { //--------------------------------------------------------------------------------------------------------------------- // CLASSES //--------------------------------------------------------------------------------------------------------------------- // 0x1 (0x31 - 0x30) // BlueprintGeneratedClass BP_AINPC_CombatState_Base.BP_AINPC_CombatState_Base_C class UBP_AINPC_CombatState_Base_C : public UPalStateMachineStateBase_BlueprintBase { public: bool IsEndSelf; // 0x30(0x1)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash) static class UClass* StaticClass(); static class UBP_AINPC_CombatState_Base_C* GetDefaultObj(); void IsEndSelfState(bool* IsEnd); void ShootAbleSlefForwardDot(bool* ShootAble, class APalCharacter* CallFunc_GetSelfActor_SelfActor, class AActor* CallFunc_GetTargetActor_TargetActor, bool CallFunc_InFanShapAimTarget_ReturnValue, class APalCharacter* CallFunc_GetSelfActor_SelfActor_1, bool CallFunc_IsValid_ReturnValue, class AActor* CallFunc_GetTargetActor_TargetActor_1, bool CallFunc_IsValid_ReturnValue_1); void AttackAblePlayerCamera(bool* AttackAble, class APalCharacter* CallFunc_GetSelfActor_SelfActor, class AActor* CallFunc_GetTargetActor_TargetActor, bool CallFunc_IsAIAttackAbleByPlayerCamera_ReturnValue); void GetControllerRef(class ABP_NPCAIController_C** NPCAICon, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon); void GetShooterComponent(class UPalShooterComponent** ShooterComp, class APalCharacter* CallFunc_GetSelfActor_SelfActor, class UPalShooterComponent* CallFunc_GetComponentByClass_ReturnValue); void GetSelfActor(class APalCharacter** SelfActor, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat); void GetTargetActor(class AActor** TargetActor, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat); void GetCombatAIActionRef(class UBP_AIAction_NPC_CombatBase_C** BPAIActionNPCCombat, class UObject* CallFunc_GetOuterObject_ReturnValue, class UBP_AIAction_NPC_CombatBase_C* K2Node_DynamicCast_AsBP_AIAction_NPC_Combat_Base, bool K2Node_DynamicCast_bSuccess); }; }