PalWorld-NetCrack/SDK/BP_AIAction_NPC_Encount_functions.cpp
2024-01-22 14:43:11 +08:00

211 lines
13 KiB
C++

#pragma once
// Dumped with Dumper-7!
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// FUNCTIONS
//---------------------------------------------------------------------------------------------------------------------
// BlueprintGeneratedClass BP_AIAction_NPC_Encount.BP_AIAction_NPC_Encount_C
// (None)
class UClass* UBP_AIAction_NPC_Encount_C::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("BP_AIAction_NPC_Encount_C");
return Clss;
}
// BP_AIAction_NPC_Encount_C BP_AIAction_NPC_Encount.Default__BP_AIAction_NPC_Encount_C
// (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted)
class UBP_AIAction_NPC_Encount_C* UBP_AIAction_NPC_Encount_C::GetDefaultObj()
{
static class UBP_AIAction_NPC_Encount_C* Default = nullptr;
if (!Default)
Default = static_cast<UBP_AIAction_NPC_Encount_C*>(UBP_AIAction_NPC_Encount_C::StaticClass()->DefaultObject);
return Default;
}
// Function BP_AIAction_NPC_Encount.BP_AIAction_NPC_Encount_C.GetShooter
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class UPalShooterComponent* ShooterComponent (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APawn* CallFunc_K2_GetPawn_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPalShooterComponent* CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_Encount_C::GetShooter(class UPalShooterComponent** ShooterComponent, class AController* CallFunc_GetController_ReturnValue, class APawn* CallFunc_K2_GetPawn_ReturnValue, class UPalShooterComponent* CallFunc_GetComponentByClass_ReturnValue, bool CallFunc_IsValid_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_Encount_C", "GetShooter");
Params::UBP_AIAction_NPC_Encount_C_GetShooter_Params Parms{};
Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue;
Parms.CallFunc_K2_GetPawn_ReturnValue = CallFunc_K2_GetPawn_ReturnValue;
Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue;
Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
if (ShooterComponent != nullptr)
*ShooterComponent = Parms.ShooterComponent;
}
// Function BP_AIAction_NPC_Encount.BP_AIAction_NPC_Encount_C.ActionStart
// (Event, Public, BlueprintEvent)
// Parameters:
// class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_Encount_C::ActionStart(class APawn* ControlledPawn)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_Encount_C", "ActionStart");
Params::UBP_AIAction_NPC_Encount_C_ActionStart_Params Parms{};
Parms.ControlledPawn = ControlledPawn;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_NPC_Encount.BP_AIAction_NPC_Encount_C.OnWeaponChanged
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// class APalWeaponBase* Weapon (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_Encount_C::OnWeaponChanged(class APalWeaponBase* Weapon)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_Encount_C", "OnWeaponChanged");
Params::UBP_AIAction_NPC_Encount_C_OnWeaponChanged_Params Parms{};
Parms.Weapon = Weapon;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_NPC_Encount.BP_AIAction_NPC_Encount_C.StartCombat
// (BlueprintCallable, BlueprintEvent)
// Parameters:
void UBP_AIAction_NPC_Encount_C::StartCombat()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_Encount_C", "StartCombat");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_AIAction_NPC_Encount.BP_AIAction_NPC_Encount_C.ExecuteUbergraph_BP_AIAction_NPC_Encount
// (Final, UbergraphFunction, HasDefaults)
// Parameters:
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValidCurrentSelectPalActor_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APawn* K2Node_Event_ControlledPawn (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class ABP_NPCAIController_C* K2Node_DynamicCast_AsBP_NPCAIController (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APawn* CallFunc_K2_GetPawn_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APalAIController* K2Node_DynamicCast_AsPal_AIController (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool K2Node_DynamicCast_bSuccess_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UPalSquad* CallFunc_GetSquad_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class ABP_NPCAIController_C* K2Node_DynamicCast_AsBP_NPCAIController_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool K2Node_DynamicCast_bSuccess_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UPalShooterComponent* CallFunc_GetShooter_ShooterComponent (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APalWeaponBase* K2Node_CustomEvent_weapon (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue_3 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// struct FPalAIActionDynamicParameterK2Node_MakeStruct_PalAIActionDynamicParameter (NoDestructor)
// bool CallFunc_IsValid_ReturnValue_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UBP_OtomoPalHolderComponent_C*CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue_3 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APalCharacter* CallFunc_Try_Get_Current_Active_Pal_Actor_Otomo (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue_4 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_Encount_C::ExecuteUbergraph_BP_AIAction_NPC_Encount(int32 EntryPoint, bool CallFunc_IsValidCurrentSelectPalActor_ReturnValue, class APawn* K2Node_Event_ControlledPawn, class AController* CallFunc_GetController_ReturnValue, class ABP_NPCAIController_C* K2Node_DynamicCast_AsBP_NPCAIController, bool K2Node_DynamicCast_bSuccess, class AController* CallFunc_GetController_ReturnValue_1, class APawn* CallFunc_K2_GetPawn_ReturnValue, class APalAIController* K2Node_DynamicCast_AsPal_AIController, bool K2Node_DynamicCast_bSuccess_1, class UPalSquad* CallFunc_GetSquad_ReturnValue, class AController* CallFunc_GetController_ReturnValue_2, class ABP_NPCAIController_C* K2Node_DynamicCast_AsBP_NPCAIController_1, bool K2Node_DynamicCast_bSuccess_2, class UPalShooterComponent* CallFunc_GetShooter_ShooterComponent, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle, bool CallFunc_IsValid_ReturnValue, class APalWeaponBase* K2Node_CustomEvent_weapon, bool CallFunc_IsValid_ReturnValue_1, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate, class AController* CallFunc_GetController_ReturnValue_3, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, bool CallFunc_IsValid_ReturnValue_2, class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue, class UBP_OtomoPalHolderComponent_C* CallFunc_GetComponentByClass_ReturnValue, bool CallFunc_IsValid_ReturnValue_3, class APalCharacter* CallFunc_Try_Get_Current_Active_Pal_Actor_Otomo, bool CallFunc_IsValid_ReturnValue_4)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_Encount_C", "ExecuteUbergraph_BP_AIAction_NPC_Encount");
Params::UBP_AIAction_NPC_Encount_C_ExecuteUbergraph_BP_AIAction_NPC_Encount_Params Parms{};
Parms.EntryPoint = EntryPoint;
Parms.CallFunc_IsValidCurrentSelectPalActor_ReturnValue = CallFunc_IsValidCurrentSelectPalActor_ReturnValue;
Parms.K2Node_Event_ControlledPawn = K2Node_Event_ControlledPawn;
Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue;
Parms.K2Node_DynamicCast_AsBP_NPCAIController = K2Node_DynamicCast_AsBP_NPCAIController;
Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess;
Parms.CallFunc_GetController_ReturnValue_1 = CallFunc_GetController_ReturnValue_1;
Parms.CallFunc_K2_GetPawn_ReturnValue = CallFunc_K2_GetPawn_ReturnValue;
Parms.K2Node_DynamicCast_AsPal_AIController = K2Node_DynamicCast_AsPal_AIController;
Parms.K2Node_DynamicCast_bSuccess_1 = K2Node_DynamicCast_bSuccess_1;
Parms.CallFunc_GetSquad_ReturnValue = CallFunc_GetSquad_ReturnValue;
Parms.CallFunc_GetController_ReturnValue_2 = CallFunc_GetController_ReturnValue_2;
Parms.K2Node_DynamicCast_AsBP_NPCAIController_1 = K2Node_DynamicCast_AsBP_NPCAIController_1;
Parms.K2Node_DynamicCast_bSuccess_2 = K2Node_DynamicCast_bSuccess_2;
Parms.CallFunc_GetShooter_ShooterComponent = CallFunc_GetShooter_ShooterComponent;
Parms.CallFunc_GetWeaponHandle_WeaponHandle = CallFunc_GetWeaponHandle_WeaponHandle;
Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue;
Parms.K2Node_CustomEvent_weapon = K2Node_CustomEvent_weapon;
Parms.CallFunc_IsValid_ReturnValue_1 = CallFunc_IsValid_ReturnValue_1;
Parms.K2Node_CreateDelegate_OutputDelegate = K2Node_CreateDelegate_OutputDelegate;
Parms.CallFunc_GetController_ReturnValue_3 = CallFunc_GetController_ReturnValue_3;
Parms.K2Node_MakeStruct_PalAIActionDynamicParameter = K2Node_MakeStruct_PalAIActionDynamicParameter;
Parms.CallFunc_IsValid_ReturnValue_2 = CallFunc_IsValid_ReturnValue_2;
Parms.CallFunc_SetAIActionClassParameter_ReturnValue = CallFunc_SetAIActionClassParameter_ReturnValue;
Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue;
Parms.CallFunc_IsValid_ReturnValue_3 = CallFunc_IsValid_ReturnValue_3;
Parms.CallFunc_Try_Get_Current_Active_Pal_Actor_Otomo = CallFunc_Try_Get_Current_Active_Pal_Actor_Otomo;
Parms.CallFunc_IsValid_ReturnValue_4 = CallFunc_IsValid_ReturnValue_4;
UObject::ProcessEvent(Func, &Parms);
}
}