mirror of
https://github.com/swordbluesword/PalWorld-NetCrack.git
synced 2025-04-29 02:47:17 +09:00
173 lines
3.4 KiB
C++
173 lines
3.4 KiB
C++
#pragma once
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// Dumped with Dumper-7!
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#include "../SDK.hpp"
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namespace SDK
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{
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//---------------------------------------------------------------------------------------------------------------------
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// FUNCTIONS
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//---------------------------------------------------------------------------------------------------------------------
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// Class ActorSequence.ActorSequence
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// (None)
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class UClass* UActorSequence::StaticClass()
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{
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static class UClass* Clss = nullptr;
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if (!Clss)
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Clss = UObject::FindClassFast("ActorSequence");
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return Clss;
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}
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// ActorSequence ActorSequence.Default__ActorSequence
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// (Public, ClassDefaultObject, ArchetypeObject)
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class UActorSequence* UActorSequence::GetDefaultObj()
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{
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static class UActorSequence* Default = nullptr;
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if (!Default)
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Default = static_cast<UActorSequence*>(UActorSequence::StaticClass()->DefaultObject);
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return Default;
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}
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// Class ActorSequence.ActorSequenceComponent
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// (None)
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class UClass* UActorSequenceComponent::StaticClass()
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{
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static class UClass* Clss = nullptr;
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if (!Clss)
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Clss = UObject::FindClassFast("ActorSequenceComponent");
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return Clss;
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}
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// ActorSequenceComponent ActorSequence.Default__ActorSequenceComponent
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// (Public, ClassDefaultObject, ArchetypeObject)
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class UActorSequenceComponent* UActorSequenceComponent::GetDefaultObj()
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{
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static class UActorSequenceComponent* Default = nullptr;
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if (!Default)
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Default = static_cast<UActorSequenceComponent*>(UActorSequenceComponent::StaticClass()->DefaultObject);
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return Default;
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}
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// Function ActorSequence.ActorSequenceComponent.StopSequence
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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void UActorSequenceComponent::StopSequence()
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{
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static class UFunction* Func = nullptr;
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if (!Func)
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Func = Class->GetFunction("ActorSequenceComponent", "StopSequence");
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, nullptr);
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Func->FunctionFlags = Flgs;
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}
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// Function ActorSequence.ActorSequenceComponent.PlaySequence
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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void UActorSequenceComponent::PlaySequence()
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{
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static class UFunction* Func = nullptr;
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if (!Func)
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Func = Class->GetFunction("ActorSequenceComponent", "PlaySequence");
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, nullptr);
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Func->FunctionFlags = Flgs;
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}
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// Function ActorSequence.ActorSequenceComponent.PauseSequence
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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void UActorSequenceComponent::PauseSequence()
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{
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static class UFunction* Func = nullptr;
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if (!Func)
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Func = Class->GetFunction("ActorSequenceComponent", "PauseSequence");
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, nullptr);
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Func->FunctionFlags = Flgs;
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}
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// Class ActorSequence.ActorSequencePlayer
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// (None)
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class UClass* UActorSequencePlayer::StaticClass()
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{
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static class UClass* Clss = nullptr;
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if (!Clss)
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Clss = UObject::FindClassFast("ActorSequencePlayer");
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return Clss;
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}
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// ActorSequencePlayer ActorSequence.Default__ActorSequencePlayer
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// (Public, ClassDefaultObject, ArchetypeObject)
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class UActorSequencePlayer* UActorSequencePlayer::GetDefaultObj()
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{
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static class UActorSequencePlayer* Default = nullptr;
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if (!Default)
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Default = static_cast<UActorSequencePlayer*>(UActorSequencePlayer::StaticClass()->DefaultObject);
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return Default;
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}
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}
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