mirror of
https://github.com/swordbluesword/PalWorld-NetCrack.git
synced 2025-04-29 10:57:16 +09:00
- 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 )
29 lines
1.6 KiB
C++
29 lines
1.6 KiB
C++
#pragma once
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// Dumped with Dumper-7!
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namespace SDK
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{
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//---------------------------------------------------------------------------------------------------------------------
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// CLASSES
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//---------------------------------------------------------------------------------------------------------------------
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// 0x0 (0x30 - 0x30)
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// BlueprintGeneratedClass BP_AnimNotifyState_HiddenWeapon.BP_AnimNotifyState_HiddenWeapon_C
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class UBP_AnimNotifyState_HiddenWeapon_C : public UAnimNotifyState
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{
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public:
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static class UClass* StaticClass();
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static class UBP_AnimNotifyState_HiddenWeapon_C* GetDefaultObj();
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class FString GetNotifyName();
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bool Received_NotifyEnd(class USkeletalMeshComponent* MeshComp, class UAnimSequenceBase* Animation, struct FAnimNotifyEventReference& EventReference, const class FString& CallFunc_GetObjectName_ReturnValue, class AActor* CallFunc_FindOwnerActor_ReturnValue, const class FString& CallFunc_Concat_StrStr_ReturnValue, class UPalShooterComponent* CallFunc_GetComponentByClass_ReturnValue, class FName CallFunc_Conv_StringToName_ReturnValue, bool CallFunc_IsValid_ReturnValue);
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bool Received_NotifyBegin(class USkeletalMeshComponent* MeshComp, class UAnimSequenceBase* Animation, float TotalDuration, struct FAnimNotifyEventReference& EventReference, const class FString& CallFunc_GetObjectName_ReturnValue, class AActor* CallFunc_FindOwnerActor_ReturnValue, const class FString& CallFunc_Concat_StrStr_ReturnValue, class UPalShooterComponent* CallFunc_GetComponentByClass_ReturnValue, class FName CallFunc_Conv_StringToName_ReturnValue, bool CallFunc_IsValid_ReturnValue);
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};
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}
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