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

93 lines
3.2 KiB
C++

#pragma once
// Dumped with Dumper-7!
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// FUNCTIONS
//---------------------------------------------------------------------------------------------------------------------
// BlueprintGeneratedClass BP_AIAction_NPC_Relax_SalesPerson.BP_AIAction_NPC_Relax_SalesPerson_C
// (None)
class UClass* UBP_AIAction_NPC_Relax_SalesPerson_C::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("BP_AIAction_NPC_Relax_SalesPerson_C");
return Clss;
}
// BP_AIAction_NPC_Relax_SalesPerson_C BP_AIAction_NPC_Relax_SalesPerson.Default__BP_AIAction_NPC_Relax_SalesPerson_C
// (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted)
class UBP_AIAction_NPC_Relax_SalesPerson_C* UBP_AIAction_NPC_Relax_SalesPerson_C::GetDefaultObj()
{
static class UBP_AIAction_NPC_Relax_SalesPerson_C* Default = nullptr;
if (!Default)
Default = static_cast<UBP_AIAction_NPC_Relax_SalesPerson_C*>(UBP_AIAction_NPC_Relax_SalesPerson_C::StaticClass()->DefaultObject);
return Default;
}
// Function BP_AIAction_NPC_Relax_SalesPerson.BP_AIAction_NPC_Relax_SalesPerson_C.GetTransitionableJudgementType
// (Event, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// TArray<enum class EPalAISightJudgementType>JudgeTypeList (Parm, OutParm)
// TArray<enum class EPalAISightJudgementType>NewLocalVar_0 (Edit, BlueprintVisible)
// TArray<enum class EPalAISightJudgementType>K2Node_MakeArray_Array (ReferenceParm)
void UBP_AIAction_NPC_Relax_SalesPerson_C::GetTransitionableJudgementType(TArray<enum class EPalAISightJudgementType>* JudgeTypeList, const TArray<enum class EPalAISightJudgementType>& NewLocalVar_0, TArray<enum class EPalAISightJudgementType>& K2Node_MakeArray_Array)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_Relax_SalesPerson_C", "GetTransitionableJudgementType");
Params::UBP_AIAction_NPC_Relax_SalesPerson_C_GetTransitionableJudgementType_Params Parms{};
Parms.NewLocalVar_0 = NewLocalVar_0;
Parms.K2Node_MakeArray_Array = K2Node_MakeArray_Array;
UObject::ProcessEvent(Func, &Parms);
if (JudgeTypeList != nullptr)
*JudgeTypeList = std::move(Parms.JudgeTypeList);
}
// Function BP_AIAction_NPC_Relax_SalesPerson.BP_AIAction_NPC_Relax_SalesPerson_C.SoundEvent
// (Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FVector EmitLocation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_NPC_Relax_SalesPerson_C::SoundEvent(const struct FVector& EmitLocation)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_NPC_Relax_SalesPerson_C", "SoundEvent");
Params::UBP_AIAction_NPC_Relax_SalesPerson_C_SoundEvent_Params Parms{};
Parms.EmitLocation = EmitLocation;
UObject::ProcessEvent(Func, &Parms);
}
}