mirror of
https://github.com/swordbluesword/PalWorld-NetCrack.git
synced 2025-04-29 02:47:17 +09:00
469 lines
33 KiB
C++
469 lines
33 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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// BlueprintGeneratedClass BP_AIAction_NPC_Combat_Gun.BP_AIAction_NPC_Combat_Gun_C
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// (None)
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class UClass* UBP_AIAction_NPC_Combat_Gun_C::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("BP_AIAction_NPC_Combat_Gun_C");
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return Clss;
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}
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// BP_AIAction_NPC_Combat_Gun_C BP_AIAction_NPC_Combat_Gun.Default__BP_AIAction_NPC_Combat_Gun_C
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// (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted)
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class UBP_AIAction_NPC_Combat_Gun_C* UBP_AIAction_NPC_Combat_Gun_C::GetDefaultObj()
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{
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static class UBP_AIAction_NPC_Combat_Gun_C* Default = nullptr;
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if (!Default)
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Default = static_cast<UBP_AIAction_NPC_Combat_Gun_C*>(UBP_AIAction_NPC_Combat_Gun_C::StaticClass()->DefaultObject);
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return Default;
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}
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// Function BP_AIAction_NPC_Combat_Gun.BP_AIAction_NPC_Combat_Gun_C.IsInMeleeAttackRange
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// bool InRange (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandleRef_WeaponHandle (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_GetIsMeleeAttackWithGun_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_InConeShapAndDitance_Actor_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_BooleanAND_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UBP_AIAction_NPC_Combat_Gun_C::IsInMeleeAttackRange(bool* InRange, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandleRef_WeaponHandle, bool CallFunc_GetIsMeleeAttackWithGun_ReturnValue, bool CallFunc_InConeShapAndDitance_Actor_ReturnValue, bool CallFunc_BooleanAND_ReturnValue)
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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("BP_AIAction_NPC_Combat_Gun_C", "IsInMeleeAttackRange");
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Params::UBP_AIAction_NPC_Combat_Gun_C_IsInMeleeAttackRange_Params Parms{};
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Parms.CallFunc_GetWeaponHandleRef_WeaponHandle = CallFunc_GetWeaponHandleRef_WeaponHandle;
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Parms.CallFunc_GetIsMeleeAttackWithGun_ReturnValue = CallFunc_GetIsMeleeAttackWithGun_ReturnValue;
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Parms.CallFunc_InConeShapAndDitance_Actor_ReturnValue = CallFunc_InConeShapAndDitance_Actor_ReturnValue;
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Parms.CallFunc_BooleanAND_ReturnValue = CallFunc_BooleanAND_ReturnValue;
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UObject::ProcessEvent(Func, &Parms);
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if (InRange != nullptr)
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*InRange = Parms.InRange;
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}
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// Function BP_AIAction_NPC_Combat_Gun.BP_AIAction_NPC_Combat_Gun_C.AddTimer
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// double CurrentTime (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// double CallFunc_Add_DoubleDouble_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UBP_AIAction_NPC_Combat_Gun_C::AddTimer(double* CurrentTime, double CallFunc_Add_DoubleDouble_ReturnValue)
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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("BP_AIAction_NPC_Combat_Gun_C", "AddTimer");
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Params::UBP_AIAction_NPC_Combat_Gun_C_AddTimer_Params Parms{};
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Parms.CallFunc_Add_DoubleDouble_ReturnValue = CallFunc_Add_DoubleDouble_ReturnValue;
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UObject::ProcessEvent(Func, &Parms);
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if (CurrentTime != nullptr)
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*CurrentTime = Parms.CurrentTime;
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}
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// Function BP_AIAction_NPC_Combat_Gun.BP_AIAction_NPC_Combat_Gun_C.IsNear_FarRange
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// (Private, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// double Offset (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool Near (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_IsNear_FarRange_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// float CallFunc_IsNear_FarRange_FarRangePlusOffset_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UBP_AIAction_NPC_Combat_Gun_C::IsNear_FarRange(double Offset, bool* Near, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle, bool CallFunc_IsNear_FarRange_ReturnValue, float CallFunc_IsNear_FarRange_FarRangePlusOffset_ImplicitCast)
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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("BP_AIAction_NPC_Combat_Gun_C", "IsNear_FarRange");
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Params::UBP_AIAction_NPC_Combat_Gun_C_IsNear_FarRange_Params Parms{};
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Parms.Offset = Offset;
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Parms.CallFunc_GetControllerRef_NPCAICon = CallFunc_GetControllerRef_NPCAICon;
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Parms.CallFunc_GetWeaponHandle_WeaponHandle = CallFunc_GetWeaponHandle_WeaponHandle;
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Parms.CallFunc_IsNear_FarRange_ReturnValue = CallFunc_IsNear_FarRange_ReturnValue;
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Parms.CallFunc_IsNear_FarRange_FarRangePlusOffset_ImplicitCast = CallFunc_IsNear_FarRange_FarRangePlusOffset_ImplicitCast;
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UObject::ProcessEvent(Func, &Parms);
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if (Near != nullptr)
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*Near = Parms.Near;
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}
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// Function BP_AIAction_NPC_Combat_Gun.BP_AIAction_NPC_Combat_Gun_C.IsNear_NearRange
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// (Private, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// double Offset (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool Near (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_IsNear_NearRange_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// float CallFunc_IsNear_NearRange_NearRangePlusOffset_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UBP_AIAction_NPC_Combat_Gun_C::IsNear_NearRange(double Offset, bool* Near, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle, bool CallFunc_IsNear_NearRange_ReturnValue, float CallFunc_IsNear_NearRange_NearRangePlusOffset_ImplicitCast)
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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("BP_AIAction_NPC_Combat_Gun_C", "IsNear_NearRange");
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Params::UBP_AIAction_NPC_Combat_Gun_C_IsNear_NearRange_Params Parms{};
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Parms.Offset = Offset;
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Parms.CallFunc_GetControllerRef_NPCAICon = CallFunc_GetControllerRef_NPCAICon;
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Parms.CallFunc_GetWeaponHandle_WeaponHandle = CallFunc_GetWeaponHandle_WeaponHandle;
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Parms.CallFunc_IsNear_NearRange_ReturnValue = CallFunc_IsNear_NearRange_ReturnValue;
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Parms.CallFunc_IsNear_NearRange_NearRangePlusOffset_ImplicitCast = CallFunc_IsNear_NearRange_NearRangePlusOffset_ImplicitCast;
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UObject::ProcessEvent(Func, &Parms);
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if (Near != nullptr)
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*Near = Parms.Near;
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}
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// Function BP_AIAction_NPC_Combat_Gun.BP_AIAction_NPC_Combat_Gun_C.Change_NextState
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// (Public, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// enum class EPal_NPC_CombatGunState Next (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UClass* CallFunc_Map_Find_Value (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_Map_Find_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UBP_AIAction_NPC_Combat_Gun_C::Change_NextState(enum class EPal_NPC_CombatGunState Next, bool CallFunc_IsValid_ReturnValue, class UClass* CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue)
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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("BP_AIAction_NPC_Combat_Gun_C", "Change_NextState");
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Params::UBP_AIAction_NPC_Combat_Gun_C_Change_NextState_Params Parms{};
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Parms.Next = Next;
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Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue;
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Parms.CallFunc_Map_Find_Value = CallFunc_Map_Find_Value;
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Parms.CallFunc_Map_Find_ReturnValue = CallFunc_Map_Find_ReturnValue;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function BP_AIAction_NPC_Combat_Gun.BP_AIAction_NPC_Combat_Gun_C.Add Gun Combat State
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// (Private, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// enum class EPal_NPC_CombatGunState GunState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UClass* CallFunc_Map_Find_Value (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_Map_Find_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UBP_AIAction_NPC_Combat_Gun_C::Add_Gun_Combat_State(enum class EPal_NPC_CombatGunState GunState, class UClass* CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue)
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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("BP_AIAction_NPC_Combat_Gun_C", "Add Gun Combat State");
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Params::UBP_AIAction_NPC_Combat_Gun_C_Add_Gun_Combat_State_Params Parms{};
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Parms.GunState = GunState;
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Parms.CallFunc_Map_Find_Value = CallFunc_Map_Find_Value;
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Parms.CallFunc_Map_Find_ReturnValue = CallFunc_Map_Find_ReturnValue;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function BP_AIAction_NPC_Combat_Gun.BP_AIAction_NPC_Combat_Gun_C.ActionTick
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// (Event, Public, BlueprintEvent)
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// Parameters:
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// class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// float DeltaSeconds (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UBP_AIAction_NPC_Combat_Gun_C::ActionTick(class APawn* ControlledPawn, float DeltaSeconds)
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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("BP_AIAction_NPC_Combat_Gun_C", "ActionTick");
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Params::UBP_AIAction_NPC_Combat_Gun_C_ActionTick_Params Parms{};
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Parms.ControlledPawn = ControlledPawn;
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Parms.DeltaSeconds = DeltaSeconds;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function BP_AIAction_NPC_Combat_Gun.BP_AIAction_NPC_Combat_Gun_C.ActionStart
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// (Event, Public, BlueprintEvent)
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// Parameters:
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// class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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void UBP_AIAction_NPC_Combat_Gun_C::ActionStart(class APawn* ControlledPawn)
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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("BP_AIAction_NPC_Combat_Gun_C", "ActionStart");
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Params::UBP_AIAction_NPC_Combat_Gun_C_ActionStart_Params Parms{};
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Parms.ControlledPawn = ControlledPawn;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function BP_AIAction_NPC_Combat_Gun.BP_AIAction_NPC_Combat_Gun_C.ActionPause
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// (Event, Public, BlueprintEvent)
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// Parameters:
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// class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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void UBP_AIAction_NPC_Combat_Gun_C::ActionPause(class APawn* ControlledPawn)
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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("BP_AIAction_NPC_Combat_Gun_C", "ActionPause");
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Params::UBP_AIAction_NPC_Combat_Gun_C_ActionPause_Params Parms{};
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Parms.ControlledPawn = ControlledPawn;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function BP_AIAction_NPC_Combat_Gun.BP_AIAction_NPC_Combat_Gun_C.ActionResume
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// (Event, Public, BlueprintEvent)
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// Parameters:
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// class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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void UBP_AIAction_NPC_Combat_Gun_C::ActionResume(class APawn* ControlledPawn)
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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("BP_AIAction_NPC_Combat_Gun_C", "ActionResume");
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Params::UBP_AIAction_NPC_Combat_Gun_C_ActionResume_Params Parms{};
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Parms.ControlledPawn = ControlledPawn;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function BP_AIAction_NPC_Combat_Gun.BP_AIAction_NPC_Combat_Gun_C.ActionFinished
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// (Event, Public, BlueprintEvent)
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// Parameters:
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// class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// enum class EPawnActionResult WithResult (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UBP_AIAction_NPC_Combat_Gun_C::ActionFinished(class APawn* ControlledPawn, enum class EPawnActionResult WithResult)
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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("BP_AIAction_NPC_Combat_Gun_C", "ActionFinished");
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Params::UBP_AIAction_NPC_Combat_Gun_C_ActionFinished_Params Parms{};
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Parms.ControlledPawn = ControlledPawn;
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Parms.WithResult = WithResult;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function BP_AIAction_NPC_Combat_Gun.BP_AIAction_NPC_Combat_Gun_C.ExecuteUbergraph_BP_AIAction_NPC_Combat_Gun
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// (Final, UbergraphFunction)
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// Parameters:
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// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// enum class EPal_NPC_CombatGunState Temp_byte_Variable (ConstParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class APawn* K2Node_Event_ControlledPawn_4 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// float K2Node_Event_DeltaSeconds (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_TickFinishCheck_ActionFinish (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool K2Node_SwitchEnum_CmpSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_IsNear_FarRange_Near (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class UPalActionComponent* CallFunc_GetActionComponent_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_IsMagazineEmpty_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_ActionIsEmpty_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// enum class EPal_NPC_CombatGunState Temp_byte_Variable_1 (ConstParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// double CallFunc_AddTimer_CurrentTime (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// double CallFunc_AddTimer_CurrentTime_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_Greater_DoubleDouble_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_Greater_DoubleDouble_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class APawn* K2Node_Event_ControlledPawn_3 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class APawn* K2Node_Event_ControlledPawn_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class APawn* K2Node_Event_ControlledPawn_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class APawn* K2Node_Event_ControlledPawn (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// enum class EPawnActionResult K2Node_Event_WithResult (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_LineTraceTarget_HitToTarget (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_LineTraceTarget_HitToTarget_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// double CallFunc_AddTimer_CurrentTime_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// double CallFunc_RandomFloat_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_Greater_DoubleDouble_ReturnValue_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// double CallFunc_RandomFloatInRange_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_Greater_DoubleDouble_ReturnValue_3 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_Map_Remove_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// TSubclassOf<class UPalStateMachineStateBase>CallFunc_GetFireStateClass_ReturnValue (ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash)
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// class UClass* K2Node_ClassDynamicCast_AsBP_AINPC_Combat_State_Base (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// bool K2Node_ClassDynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_IsValidClass_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandleRef_WeaponHandle (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// enum class EPal_NPC_CombatGunState Temp_byte_Variable_2 (ConstParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// float CallFunc_GetRandomMoveTimeMin_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// double CallFunc_Add_DoubleDouble_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UClass* CallFunc_Map_Find_Value (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_Map_Find_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// double CallFunc_RandomFloatInRange_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandleRef_WeaponHandle_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_GetUseSideDashMovement_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_LineTraceTarget_HitToTarget_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_BooleanAND_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_IsNear_FarRange_Near_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_BooleanAND_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_IsNear_FarRange_Near_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_BooleanAND_ReturnValue_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_IsEndCurrentState_IsEnd (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_IsEndCurrentState_IsEnd_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UPalActionComponent* CallFunc_GetActionComponent_ReturnValue_1 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_ActionIsEmpty_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_IsInMeleeAttackRange_InRange (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_BooleanAND_ReturnValue_3 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// float CallFunc_Tick_DeltaTime_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// double CallFunc_RandomFloatInRange_Min_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// double CallFunc_Add_DoubleDouble_A_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UBP_AIAction_NPC_Combat_Gun_C::ExecuteUbergraph_BP_AIAction_NPC_Combat_Gun(int32 EntryPoint, enum class EPal_NPC_CombatGunState Temp_byte_Variable, class APawn* K2Node_Event_ControlledPawn_4, float K2Node_Event_DeltaSeconds, bool CallFunc_TickFinishCheck_ActionFinish, bool K2Node_SwitchEnum_CmpSuccess, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsNear_FarRange_Near, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle, class UPalActionComponent* CallFunc_GetActionComponent_ReturnValue, bool CallFunc_IsMagazineEmpty_ReturnValue, bool CallFunc_ActionIsEmpty_ReturnValue, enum class EPal_NPC_CombatGunState Temp_byte_Variable_1, double CallFunc_AddTimer_CurrentTime, double CallFunc_AddTimer_CurrentTime_1, bool CallFunc_Greater_DoubleDouble_ReturnValue, bool CallFunc_Greater_DoubleDouble_ReturnValue_1, class APawn* K2Node_Event_ControlledPawn_3, class APawn* K2Node_Event_ControlledPawn_2, class APawn* K2Node_Event_ControlledPawn_1, class APawn* K2Node_Event_ControlledPawn, enum class EPawnActionResult K2Node_Event_WithResult, bool CallFunc_LineTraceTarget_HitToTarget, bool CallFunc_LineTraceTarget_HitToTarget_1, double CallFunc_AddTimer_CurrentTime_2, double CallFunc_RandomFloat_ReturnValue, bool CallFunc_Greater_DoubleDouble_ReturnValue_2, double CallFunc_RandomFloatInRange_ReturnValue, bool CallFunc_Greater_DoubleDouble_ReturnValue_3, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_1, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle_1, bool CallFunc_Map_Remove_ReturnValue, TSubclassOf<class UPalStateMachineStateBase> CallFunc_GetFireStateClass_ReturnValue, class UClass* K2Node_ClassDynamicCast_AsBP_AINPC_Combat_State_Base, bool K2Node_ClassDynamicCast_bSuccess, bool CallFunc_IsValidClass_ReturnValue, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandleRef_WeaponHandle, enum class EPal_NPC_CombatGunState Temp_byte_Variable_2, float CallFunc_GetRandomMoveTimeMin_ReturnValue, double CallFunc_Add_DoubleDouble_ReturnValue, class UClass* CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, double CallFunc_RandomFloatInRange_ReturnValue_1, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandleRef_WeaponHandle_1, bool CallFunc_GetUseSideDashMovement_ReturnValue, bool CallFunc_LineTraceTarget_HitToTarget_2, bool CallFunc_BooleanAND_ReturnValue, bool CallFunc_IsNear_FarRange_Near_1, bool CallFunc_BooleanAND_ReturnValue_1, bool CallFunc_IsNear_FarRange_Near_2, bool CallFunc_BooleanAND_ReturnValue_2, bool CallFunc_IsEndCurrentState_IsEnd, bool CallFunc_IsEndCurrentState_IsEnd_1, class UPalActionComponent* CallFunc_GetActionComponent_ReturnValue_1, bool CallFunc_ActionIsEmpty_ReturnValue_1, bool CallFunc_IsInMeleeAttackRange_InRange, bool CallFunc_BooleanAND_ReturnValue_3, float CallFunc_Tick_DeltaTime_ImplicitCast, double CallFunc_RandomFloatInRange_Min_ImplicitCast, double CallFunc_Add_DoubleDouble_A_ImplicitCast)
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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("BP_AIAction_NPC_Combat_Gun_C", "ExecuteUbergraph_BP_AIAction_NPC_Combat_Gun");
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Params::UBP_AIAction_NPC_Combat_Gun_C_ExecuteUbergraph_BP_AIAction_NPC_Combat_Gun_Params Parms{};
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Parms.EntryPoint = EntryPoint;
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Parms.Temp_byte_Variable = Temp_byte_Variable;
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Parms.K2Node_Event_ControlledPawn_4 = K2Node_Event_ControlledPawn_4;
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Parms.K2Node_Event_DeltaSeconds = K2Node_Event_DeltaSeconds;
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Parms.CallFunc_TickFinishCheck_ActionFinish = CallFunc_TickFinishCheck_ActionFinish;
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Parms.K2Node_SwitchEnum_CmpSuccess = K2Node_SwitchEnum_CmpSuccess;
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Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue;
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Parms.CallFunc_IsNear_FarRange_Near = CallFunc_IsNear_FarRange_Near;
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Parms.CallFunc_GetControllerRef_NPCAICon = CallFunc_GetControllerRef_NPCAICon;
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Parms.CallFunc_GetWeaponHandle_WeaponHandle = CallFunc_GetWeaponHandle_WeaponHandle;
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Parms.CallFunc_GetActionComponent_ReturnValue = CallFunc_GetActionComponent_ReturnValue;
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Parms.CallFunc_IsMagazineEmpty_ReturnValue = CallFunc_IsMagazineEmpty_ReturnValue;
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Parms.CallFunc_ActionIsEmpty_ReturnValue = CallFunc_ActionIsEmpty_ReturnValue;
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Parms.Temp_byte_Variable_1 = Temp_byte_Variable_1;
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Parms.CallFunc_AddTimer_CurrentTime = CallFunc_AddTimer_CurrentTime;
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Parms.CallFunc_AddTimer_CurrentTime_1 = CallFunc_AddTimer_CurrentTime_1;
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Parms.CallFunc_Greater_DoubleDouble_ReturnValue = CallFunc_Greater_DoubleDouble_ReturnValue;
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Parms.CallFunc_Greater_DoubleDouble_ReturnValue_1 = CallFunc_Greater_DoubleDouble_ReturnValue_1;
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Parms.K2Node_Event_ControlledPawn_3 = K2Node_Event_ControlledPawn_3;
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Parms.K2Node_Event_ControlledPawn_2 = K2Node_Event_ControlledPawn_2;
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Parms.K2Node_Event_ControlledPawn_1 = K2Node_Event_ControlledPawn_1;
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Parms.K2Node_Event_ControlledPawn = K2Node_Event_ControlledPawn;
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Parms.K2Node_Event_WithResult = K2Node_Event_WithResult;
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Parms.CallFunc_LineTraceTarget_HitToTarget = CallFunc_LineTraceTarget_HitToTarget;
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Parms.CallFunc_LineTraceTarget_HitToTarget_1 = CallFunc_LineTraceTarget_HitToTarget_1;
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Parms.CallFunc_AddTimer_CurrentTime_2 = CallFunc_AddTimer_CurrentTime_2;
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Parms.CallFunc_RandomFloat_ReturnValue = CallFunc_RandomFloat_ReturnValue;
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Parms.CallFunc_Greater_DoubleDouble_ReturnValue_2 = CallFunc_Greater_DoubleDouble_ReturnValue_2;
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Parms.CallFunc_RandomFloatInRange_ReturnValue = CallFunc_RandomFloatInRange_ReturnValue;
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Parms.CallFunc_Greater_DoubleDouble_ReturnValue_3 = CallFunc_Greater_DoubleDouble_ReturnValue_3;
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Parms.CallFunc_GetControllerRef_NPCAICon_1 = CallFunc_GetControllerRef_NPCAICon_1;
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Parms.CallFunc_GetWeaponHandle_WeaponHandle_1 = CallFunc_GetWeaponHandle_WeaponHandle_1;
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Parms.CallFunc_Map_Remove_ReturnValue = CallFunc_Map_Remove_ReturnValue;
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Parms.CallFunc_GetFireStateClass_ReturnValue = CallFunc_GetFireStateClass_ReturnValue;
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Parms.K2Node_ClassDynamicCast_AsBP_AINPC_Combat_State_Base = K2Node_ClassDynamicCast_AsBP_AINPC_Combat_State_Base;
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Parms.K2Node_ClassDynamicCast_bSuccess = K2Node_ClassDynamicCast_bSuccess;
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Parms.CallFunc_IsValidClass_ReturnValue = CallFunc_IsValidClass_ReturnValue;
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Parms.CallFunc_GetWeaponHandleRef_WeaponHandle = CallFunc_GetWeaponHandleRef_WeaponHandle;
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Parms.Temp_byte_Variable_2 = Temp_byte_Variable_2;
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Parms.CallFunc_GetRandomMoveTimeMin_ReturnValue = CallFunc_GetRandomMoveTimeMin_ReturnValue;
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Parms.CallFunc_Add_DoubleDouble_ReturnValue = CallFunc_Add_DoubleDouble_ReturnValue;
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Parms.CallFunc_Map_Find_Value = CallFunc_Map_Find_Value;
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Parms.CallFunc_Map_Find_ReturnValue = CallFunc_Map_Find_ReturnValue;
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Parms.CallFunc_RandomFloatInRange_ReturnValue_1 = CallFunc_RandomFloatInRange_ReturnValue_1;
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Parms.CallFunc_GetWeaponHandleRef_WeaponHandle_1 = CallFunc_GetWeaponHandleRef_WeaponHandle_1;
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Parms.CallFunc_GetUseSideDashMovement_ReturnValue = CallFunc_GetUseSideDashMovement_ReturnValue;
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Parms.CallFunc_LineTraceTarget_HitToTarget_2 = CallFunc_LineTraceTarget_HitToTarget_2;
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Parms.CallFunc_BooleanAND_ReturnValue = CallFunc_BooleanAND_ReturnValue;
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Parms.CallFunc_IsNear_FarRange_Near_1 = CallFunc_IsNear_FarRange_Near_1;
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Parms.CallFunc_BooleanAND_ReturnValue_1 = CallFunc_BooleanAND_ReturnValue_1;
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Parms.CallFunc_IsNear_FarRange_Near_2 = CallFunc_IsNear_FarRange_Near_2;
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Parms.CallFunc_BooleanAND_ReturnValue_2 = CallFunc_BooleanAND_ReturnValue_2;
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Parms.CallFunc_IsEndCurrentState_IsEnd = CallFunc_IsEndCurrentState_IsEnd;
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Parms.CallFunc_IsEndCurrentState_IsEnd_1 = CallFunc_IsEndCurrentState_IsEnd_1;
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Parms.CallFunc_GetActionComponent_ReturnValue_1 = CallFunc_GetActionComponent_ReturnValue_1;
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Parms.CallFunc_ActionIsEmpty_ReturnValue_1 = CallFunc_ActionIsEmpty_ReturnValue_1;
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Parms.CallFunc_IsInMeleeAttackRange_InRange = CallFunc_IsInMeleeAttackRange_InRange;
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Parms.CallFunc_BooleanAND_ReturnValue_3 = CallFunc_BooleanAND_ReturnValue_3;
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Parms.CallFunc_Tick_DeltaTime_ImplicitCast = CallFunc_Tick_DeltaTime_ImplicitCast;
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Parms.CallFunc_RandomFloatInRange_Min_ImplicitCast = CallFunc_RandomFloatInRange_Min_ImplicitCast;
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Parms.CallFunc_Add_DoubleDouble_A_ImplicitCast = CallFunc_Add_DoubleDouble_A_ImplicitCast;
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UObject::ProcessEvent(Func, &Parms);
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}
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}
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