PalWorld-NetCrack/libs/SDKLibrary/SDK/BP_AINPC_CombatState_Base_classes.hpp
NightFyre 9a743d2b16 toggle fullbright feature
- Adjusted SDK UGameViewportClient class members and padding
- Created helper function to get local player
- precompile headers for SDK
- SDK made into a static library ( single compile as its never changed )
2024-01-29 06:39:29 -05:00

35 lines
2.4 KiB
C++

#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);
};
}