mirror of
https://github.com/swordbluesword/PalWorld-NetCrack.git
synced 2025-04-29 02:47:17 +09:00
72 lines
2.7 KiB
C++
72 lines
2.7 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_AINPC_CombatGunState_FireMove_Shotgun.BP_AINPC_CombatGunState_FireMove_Shotgun_C
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// (None)
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class UClass* UBP_AINPC_CombatGunState_FireMove_Shotgun_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_AINPC_CombatGunState_FireMove_Shotgun_C");
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return Clss;
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}
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// BP_AINPC_CombatGunState_FireMove_Shotgun_C BP_AINPC_CombatGunState_FireMove_Shotgun.Default__BP_AINPC_CombatGunState_FireMove_Shotgun_C
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// (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted)
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class UBP_AINPC_CombatGunState_FireMove_Shotgun_C* UBP_AINPC_CombatGunState_FireMove_Shotgun_C::GetDefaultObj()
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{
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static class UBP_AINPC_CombatGunState_FireMove_Shotgun_C* Default = nullptr;
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if (!Default)
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Default = static_cast<UBP_AINPC_CombatGunState_FireMove_Shotgun_C*>(UBP_AINPC_CombatGunState_FireMove_Shotgun_C::StaticClass()->DefaultObject);
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return Default;
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}
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// Function BP_AINPC_CombatGunState_FireMove_Shotgun.BP_AINPC_CombatGunState_FireMove_Shotgun_C.MoveDIrectionWorldSpace
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// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// struct FVector Direction (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class APalCharacter* CallFunc_GetSelfActor_SelfActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// struct FVector CallFunc_GetActorForwardVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UBP_AINPC_CombatGunState_FireMove_Shotgun_C::MoveDIrectionWorldSpace(struct FVector* Direction, class APalCharacter* CallFunc_GetSelfActor_SelfActor, const struct FVector& CallFunc_GetActorForwardVector_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_AINPC_CombatGunState_FireMove_Shotgun_C", "MoveDIrectionWorldSpace");
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Params::UBP_AINPC_CombatGunState_FireMove_Shotgun_C_MoveDIrectionWorldSpace_Params Parms{};
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Parms.CallFunc_GetSelfActor_SelfActor = CallFunc_GetSelfActor_SelfActor;
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Parms.CallFunc_GetActorForwardVector_ReturnValue = CallFunc_GetActorForwardVector_ReturnValue;
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UObject::ProcessEvent(Func, &Parms);
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if (Direction != nullptr)
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*Direction = std::move(Parms.Direction);
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}
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}
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