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

168 lines
10 KiB
C++

#pragma once
// Dumped with Dumper-7!
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// FUNCTIONS
//---------------------------------------------------------------------------------------------------------------------
// BlueprintGeneratedClass BP_AINPC_CombatGunState_FireMove.BP_AINPC_CombatGunState_FireMove_C
// (None)
class UClass* UBP_AINPC_CombatGunState_FireMove_C::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("BP_AINPC_CombatGunState_FireMove_C");
return Clss;
}
// BP_AINPC_CombatGunState_FireMove_C BP_AINPC_CombatGunState_FireMove.Default__BP_AINPC_CombatGunState_FireMove_C
// (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted)
class UBP_AINPC_CombatGunState_FireMove_C* UBP_AINPC_CombatGunState_FireMove_C::GetDefaultObj()
{
static class UBP_AINPC_CombatGunState_FireMove_C* Default = nullptr;
if (!Default)
Default = static_cast<UBP_AINPC_CombatGunState_FireMove_C*>(UBP_AINPC_CombatGunState_FireMove_C::StaticClass()->DefaultObject);
return Default;
}
// Function BP_AINPC_CombatGunState_FireMove.BP_AINPC_CombatGunState_FireMove_C.AddShootTimer
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// double CallFunc_Add_DoubleDouble_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AINPC_CombatGunState_FireMove_C::AddShootTimer(double CallFunc_Add_DoubleDouble_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AINPC_CombatGunState_FireMove_C", "AddShootTimer");
Params::UBP_AINPC_CombatGunState_FireMove_C_AddShootTimer_Params Parms{};
Parms.CallFunc_Add_DoubleDouble_ReturnValue = CallFunc_Add_DoubleDouble_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AINPC_CombatGunState_FireMove.BP_AINPC_CombatGunState_FireMove_C.StateEnter
// (Event, Public, BlueprintEvent)
// Parameters:
void UBP_AINPC_CombatGunState_FireMove_C::StateEnter()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AINPC_CombatGunState_FireMove_C", "StateEnter");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_AINPC_CombatGunState_FireMove.BP_AINPC_CombatGunState_FireMove_C.StateTick
// (Event, Public, BlueprintEvent)
// Parameters:
// float DeltaTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AINPC_CombatGunState_FireMove_C::StateTick(float DeltaTime)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AINPC_CombatGunState_FireMove_C", "StateTick");
Params::UBP_AINPC_CombatGunState_FireMove_C_StateTick_Params Parms{};
Parms.DeltaTime = DeltaTime;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AINPC_CombatGunState_FireMove.BP_AINPC_CombatGunState_FireMove_C.ExecuteUbergraph_BP_AINPC_CombatGunState_FireMove
// (Final, UbergraphFunction)
// Parameters:
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 Temp_int_Variable (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// float K2Node_Event_DeltaTime (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// int32 CallFunc_Add_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_Less_DoubleDouble_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 CallFunc_GetMaxShootCount_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_Less_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsMagazineEmpty_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// float CallFunc_GetShootInterval_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_AttackAblePlayerCamera_AttackAble (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_ShootAbleSlefForwardDot_ShootAble (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double CallFunc_Subtract_DoubleDouble_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_Greater_DoubleDouble_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float CallFunc_StateTick_DeltaTime_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double K2Node_VariableSet_temp_DeltaTime_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double K2Node_VariableSet_Interval_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AINPC_CombatGunState_FireMove_C::ExecuteUbergraph_BP_AINPC_CombatGunState_FireMove(int32 EntryPoint, int32 Temp_int_Variable, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon, float K2Node_Event_DeltaTime, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle, int32 CallFunc_Add_IntInt_ReturnValue, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_1, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle_1, bool CallFunc_Less_DoubleDouble_ReturnValue, int32 CallFunc_GetMaxShootCount_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue, bool CallFunc_IsMagazineEmpty_ReturnValue, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_2, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle_2, float CallFunc_GetShootInterval_ReturnValue, bool CallFunc_AttackAblePlayerCamera_AttackAble, bool CallFunc_ShootAbleSlefForwardDot_ShootAble, double CallFunc_Subtract_DoubleDouble_ReturnValue, bool CallFunc_Greater_DoubleDouble_ReturnValue, float CallFunc_StateTick_DeltaTime_ImplicitCast, double K2Node_VariableSet_temp_DeltaTime_ImplicitCast, double K2Node_VariableSet_Interval_ImplicitCast)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AINPC_CombatGunState_FireMove_C", "ExecuteUbergraph_BP_AINPC_CombatGunState_FireMove");
Params::UBP_AINPC_CombatGunState_FireMove_C_ExecuteUbergraph_BP_AINPC_CombatGunState_FireMove_Params Parms{};
Parms.EntryPoint = EntryPoint;
Parms.Temp_int_Variable = Temp_int_Variable;
Parms.CallFunc_GetControllerRef_NPCAICon = CallFunc_GetControllerRef_NPCAICon;
Parms.K2Node_Event_DeltaTime = K2Node_Event_DeltaTime;
Parms.CallFunc_GetWeaponHandle_WeaponHandle = CallFunc_GetWeaponHandle_WeaponHandle;
Parms.CallFunc_Add_IntInt_ReturnValue = CallFunc_Add_IntInt_ReturnValue;
Parms.CallFunc_GetControllerRef_NPCAICon_1 = CallFunc_GetControllerRef_NPCAICon_1;
Parms.CallFunc_GetWeaponHandle_WeaponHandle_1 = CallFunc_GetWeaponHandle_WeaponHandle_1;
Parms.CallFunc_Less_DoubleDouble_ReturnValue = CallFunc_Less_DoubleDouble_ReturnValue;
Parms.CallFunc_GetMaxShootCount_ReturnValue = CallFunc_GetMaxShootCount_ReturnValue;
Parms.CallFunc_Less_IntInt_ReturnValue = CallFunc_Less_IntInt_ReturnValue;
Parms.CallFunc_IsMagazineEmpty_ReturnValue = CallFunc_IsMagazineEmpty_ReturnValue;
Parms.CallFunc_GetControllerRef_NPCAICon_2 = CallFunc_GetControllerRef_NPCAICon_2;
Parms.CallFunc_GetWeaponHandle_WeaponHandle_2 = CallFunc_GetWeaponHandle_WeaponHandle_2;
Parms.CallFunc_GetShootInterval_ReturnValue = CallFunc_GetShootInterval_ReturnValue;
Parms.CallFunc_AttackAblePlayerCamera_AttackAble = CallFunc_AttackAblePlayerCamera_AttackAble;
Parms.CallFunc_ShootAbleSlefForwardDot_ShootAble = CallFunc_ShootAbleSlefForwardDot_ShootAble;
Parms.CallFunc_Subtract_DoubleDouble_ReturnValue = CallFunc_Subtract_DoubleDouble_ReturnValue;
Parms.CallFunc_Greater_DoubleDouble_ReturnValue = CallFunc_Greater_DoubleDouble_ReturnValue;
Parms.CallFunc_StateTick_DeltaTime_ImplicitCast = CallFunc_StateTick_DeltaTime_ImplicitCast;
Parms.K2Node_VariableSet_temp_DeltaTime_ImplicitCast = K2Node_VariableSet_temp_DeltaTime_ImplicitCast;
Parms.K2Node_VariableSet_Interval_ImplicitCast = K2Node_VariableSet_Interval_ImplicitCast;
UObject::ProcessEvent(Func, &Parms);
}
}