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

253 lines
17 KiB
C++

#pragma once
// Dumped with Dumper-7!
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// FUNCTIONS
//---------------------------------------------------------------------------------------------------------------------
// BlueprintGeneratedClass BP_AINPC_CombatGunState_AimMove.BP_AINPC_CombatGunState_AimMove_C
// (None)
class UClass* UBP_AINPC_CombatGunState_AimMove_C::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("BP_AINPC_CombatGunState_AimMove_C");
return Clss;
}
// BP_AINPC_CombatGunState_AimMove_C BP_AINPC_CombatGunState_AimMove.Default__BP_AINPC_CombatGunState_AimMove_C
// (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted)
class UBP_AINPC_CombatGunState_AimMove_C* UBP_AINPC_CombatGunState_AimMove_C::GetDefaultObj()
{
static class UBP_AINPC_CombatGunState_AimMove_C* Default = nullptr;
if (!Default)
Default = static_cast<UBP_AINPC_CombatGunState_AimMove_C*>(UBP_AINPC_CombatGunState_AimMove_C::StaticClass()->DefaultObject);
return Default;
}
// Function BP_AINPC_CombatGunState_AimMove.BP_AINPC_CombatGunState_AimMove_C.FindMoveGoal
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool Success (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector GoalPos (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_Conv_FloatToVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APalCharacter* CallFunc_GetSelfActor_SelfActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_MoveDIrectionWorldSpace_Direction (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_K2_GetActorLocation_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_Multiply_VectorVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_Add_VectorVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_IsExistPathForLocation_ForBP_HeightRangeCheck_OutGoalLocation(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsExistPathForLocation_ForBP_HeightRangeCheck_ReturnValue(ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AINPC_CombatGunState_AimMove_C::FindMoveGoal(bool* Success, struct FVector* GoalPos, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon, const struct FVector& CallFunc_Conv_FloatToVector_ReturnValue, class APalCharacter* CallFunc_GetSelfActor_SelfActor, const struct FVector& CallFunc_MoveDIrectionWorldSpace_Direction, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue, const struct FVector& CallFunc_Multiply_VectorVector_ReturnValue, const struct FVector& CallFunc_Add_VectorVector_ReturnValue, const struct FVector& CallFunc_IsExistPathForLocation_ForBP_HeightRangeCheck_OutGoalLocation, bool CallFunc_IsExistPathForLocation_ForBP_HeightRangeCheck_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AINPC_CombatGunState_AimMove_C", "FindMoveGoal");
Params::UBP_AINPC_CombatGunState_AimMove_C_FindMoveGoal_Params Parms{};
Parms.CallFunc_GetControllerRef_NPCAICon = CallFunc_GetControllerRef_NPCAICon;
Parms.CallFunc_Conv_FloatToVector_ReturnValue = CallFunc_Conv_FloatToVector_ReturnValue;
Parms.CallFunc_GetSelfActor_SelfActor = CallFunc_GetSelfActor_SelfActor;
Parms.CallFunc_MoveDIrectionWorldSpace_Direction = CallFunc_MoveDIrectionWorldSpace_Direction;
Parms.CallFunc_K2_GetActorLocation_ReturnValue = CallFunc_K2_GetActorLocation_ReturnValue;
Parms.CallFunc_Multiply_VectorVector_ReturnValue = CallFunc_Multiply_VectorVector_ReturnValue;
Parms.CallFunc_Add_VectorVector_ReturnValue = CallFunc_Add_VectorVector_ReturnValue;
Parms.CallFunc_IsExistPathForLocation_ForBP_HeightRangeCheck_OutGoalLocation = CallFunc_IsExistPathForLocation_ForBP_HeightRangeCheck_OutGoalLocation;
Parms.CallFunc_IsExistPathForLocation_ForBP_HeightRangeCheck_ReturnValue = CallFunc_IsExistPathForLocation_ForBP_HeightRangeCheck_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
if (Success != nullptr)
*Success = Parms.Success;
if (GoalPos != nullptr)
*GoalPos = std::move(Parms.GoalPos);
}
// Function BP_AINPC_CombatGunState_AimMove.BP_AINPC_CombatGunState_AimMove_C.MoveDIrectionWorldSpace
// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// struct FVector Direction (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APalCharacter* CallFunc_GetSelfActor_SelfActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// struct FRotator CallFunc_K2_GetActorRotation_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
// struct FVector CallFunc_GreaterGreater_VectorRotator_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AINPC_CombatGunState_AimMove_C::MoveDIrectionWorldSpace(struct FVector* Direction, class APalCharacter* CallFunc_GetSelfActor_SelfActor, const struct FRotator& CallFunc_K2_GetActorRotation_ReturnValue, const struct FVector& CallFunc_GreaterGreater_VectorRotator_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AINPC_CombatGunState_AimMove_C", "MoveDIrectionWorldSpace");
Params::UBP_AINPC_CombatGunState_AimMove_C_MoveDIrectionWorldSpace_Params Parms{};
Parms.CallFunc_GetSelfActor_SelfActor = CallFunc_GetSelfActor_SelfActor;
Parms.CallFunc_K2_GetActorRotation_ReturnValue = CallFunc_K2_GetActorRotation_ReturnValue;
Parms.CallFunc_GreaterGreater_VectorRotator_ReturnValue = CallFunc_GreaterGreater_VectorRotator_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
if (Direction != nullptr)
*Direction = std::move(Parms.Direction);
}
// Function BP_AINPC_CombatGunState_AimMove.BP_AINPC_CombatGunState_AimMove_C.StateEnter
// (Event, Public, BlueprintEvent)
// Parameters:
void UBP_AINPC_CombatGunState_AimMove_C::StateEnter()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AINPC_CombatGunState_AimMove_C", "StateEnter");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_AINPC_CombatGunState_AimMove.BP_AINPC_CombatGunState_AimMove_C.StateExit
// (Event, Public, BlueprintEvent)
// Parameters:
void UBP_AINPC_CombatGunState_AimMove_C::StateExit()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AINPC_CombatGunState_AimMove_C", "StateExit");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_AINPC_CombatGunState_AimMove.BP_AINPC_CombatGunState_AimMove_C.StateTick
// (Event, Public, BlueprintEvent)
// Parameters:
// float DeltaTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AINPC_CombatGunState_AimMove_C::StateTick(float DeltaTime)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AINPC_CombatGunState_AimMove_C", "StateTick");
Params::UBP_AINPC_CombatGunState_AimMove_C_StateTick_Params Parms{};
Parms.DeltaTime = DeltaTime;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AINPC_CombatGunState_AimMove.BP_AINPC_CombatGunState_AimMove_C.ExecuteUbergraph_BP_AINPC_CombatGunState_AimMove
// (Final, UbergraphFunction)
// Parameters:
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// float K2Node_Event_DeltaTime (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 CallFunc_RandomIntegerInRange_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 CallFunc_RandomIntegerInRange_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float CallFunc_Conv_IntToFloat_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 CallFunc_Multiply_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// int32 CallFunc_Subtract_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// float CallFunc_Conv_IntToFloat_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor* CallFunc_GetTargetActor_TargetActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_MakeVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_FindMoveGoal_Success (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_FindMoveGoal_GoalPos (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class AActor* CallFunc_GetTargetActor_TargetActor_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APalCharacter* CallFunc_GetSelfActor_SelfActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_K2_GetActorLocation_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APalCharacter* CallFunc_GetSelfActor_SelfActor_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APalCharacter* CallFunc_GetSelfActor_SelfActor_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_K2_GetActorLocation_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_Subtract_VectorVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APalCharacter* CallFunc_GetSelfActor_SelfActor_3 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_K2_GetActorLocation_ReturnValue_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_Subtract_VectorVector_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double CallFunc_MakeVector_X_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double CallFunc_MakeVector_Y_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AINPC_CombatGunState_AimMove_C::ExecuteUbergraph_BP_AINPC_CombatGunState_AimMove(int32 EntryPoint, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon, float K2Node_Event_DeltaTime, int32 CallFunc_RandomIntegerInRange_ReturnValue, int32 CallFunc_RandomIntegerInRange_ReturnValue_1, float CallFunc_Conv_IntToFloat_ReturnValue, int32 CallFunc_Multiply_IntInt_ReturnValue, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_1, int32 CallFunc_Subtract_IntInt_ReturnValue, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle, float CallFunc_Conv_IntToFloat_ReturnValue_1, class AActor* CallFunc_GetTargetActor_TargetActor, const struct FVector& CallFunc_MakeVector_ReturnValue, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_2, bool CallFunc_FindMoveGoal_Success, const struct FVector& CallFunc_FindMoveGoal_GoalPos, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle_1, class AActor* CallFunc_GetTargetActor_TargetActor_1, class APalCharacter* CallFunc_GetSelfActor_SelfActor, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue, class APalCharacter* CallFunc_GetSelfActor_SelfActor_1, class APalCharacter* CallFunc_GetSelfActor_SelfActor_2, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue_1, const struct FVector& CallFunc_Subtract_VectorVector_ReturnValue, class APalCharacter* CallFunc_GetSelfActor_SelfActor_3, const struct FVector& CallFunc_K2_GetActorLocation_ReturnValue_2, const struct FVector& CallFunc_Subtract_VectorVector_ReturnValue_1, double CallFunc_MakeVector_X_ImplicitCast, double CallFunc_MakeVector_Y_ImplicitCast)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AINPC_CombatGunState_AimMove_C", "ExecuteUbergraph_BP_AINPC_CombatGunState_AimMove");
Params::UBP_AINPC_CombatGunState_AimMove_C_ExecuteUbergraph_BP_AINPC_CombatGunState_AimMove_Params Parms{};
Parms.EntryPoint = EntryPoint;
Parms.CallFunc_GetControllerRef_NPCAICon = CallFunc_GetControllerRef_NPCAICon;
Parms.K2Node_Event_DeltaTime = K2Node_Event_DeltaTime;
Parms.CallFunc_RandomIntegerInRange_ReturnValue = CallFunc_RandomIntegerInRange_ReturnValue;
Parms.CallFunc_RandomIntegerInRange_ReturnValue_1 = CallFunc_RandomIntegerInRange_ReturnValue_1;
Parms.CallFunc_Conv_IntToFloat_ReturnValue = CallFunc_Conv_IntToFloat_ReturnValue;
Parms.CallFunc_Multiply_IntInt_ReturnValue = CallFunc_Multiply_IntInt_ReturnValue;
Parms.CallFunc_GetControllerRef_NPCAICon_1 = CallFunc_GetControllerRef_NPCAICon_1;
Parms.CallFunc_Subtract_IntInt_ReturnValue = CallFunc_Subtract_IntInt_ReturnValue;
Parms.CallFunc_GetWeaponHandle_WeaponHandle = CallFunc_GetWeaponHandle_WeaponHandle;
Parms.CallFunc_Conv_IntToFloat_ReturnValue_1 = CallFunc_Conv_IntToFloat_ReturnValue_1;
Parms.CallFunc_GetTargetActor_TargetActor = CallFunc_GetTargetActor_TargetActor;
Parms.CallFunc_MakeVector_ReturnValue = CallFunc_MakeVector_ReturnValue;
Parms.CallFunc_GetControllerRef_NPCAICon_2 = CallFunc_GetControllerRef_NPCAICon_2;
Parms.CallFunc_FindMoveGoal_Success = CallFunc_FindMoveGoal_Success;
Parms.CallFunc_FindMoveGoal_GoalPos = CallFunc_FindMoveGoal_GoalPos;
Parms.CallFunc_GetWeaponHandle_WeaponHandle_1 = CallFunc_GetWeaponHandle_WeaponHandle_1;
Parms.CallFunc_GetTargetActor_TargetActor_1 = CallFunc_GetTargetActor_TargetActor_1;
Parms.CallFunc_GetSelfActor_SelfActor = CallFunc_GetSelfActor_SelfActor;
Parms.CallFunc_K2_GetActorLocation_ReturnValue = CallFunc_K2_GetActorLocation_ReturnValue;
Parms.CallFunc_GetSelfActor_SelfActor_1 = CallFunc_GetSelfActor_SelfActor_1;
Parms.CallFunc_GetSelfActor_SelfActor_2 = CallFunc_GetSelfActor_SelfActor_2;
Parms.CallFunc_K2_GetActorLocation_ReturnValue_1 = CallFunc_K2_GetActorLocation_ReturnValue_1;
Parms.CallFunc_Subtract_VectorVector_ReturnValue = CallFunc_Subtract_VectorVector_ReturnValue;
Parms.CallFunc_GetSelfActor_SelfActor_3 = CallFunc_GetSelfActor_SelfActor_3;
Parms.CallFunc_K2_GetActorLocation_ReturnValue_2 = CallFunc_K2_GetActorLocation_ReturnValue_2;
Parms.CallFunc_Subtract_VectorVector_ReturnValue_1 = CallFunc_Subtract_VectorVector_ReturnValue_1;
Parms.CallFunc_MakeVector_X_ImplicitCast = CallFunc_MakeVector_X_ImplicitCast;
Parms.CallFunc_MakeVector_Y_ImplicitCast = CallFunc_MakeVector_Y_ImplicitCast;
UObject::ProcessEvent(Func, &Parms);
}
}