mirror of
https://github.com/swordbluesword/PalWorld-NetCrack.git
synced 2025-04-29 02:47:17 +09:00
135 lines
5.3 KiB
C++
135 lines
5.3 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_MeleeAttack.BP_AINPC_CombatGunState_MeleeAttack_C
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// (None)
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class UClass* UBP_AINPC_CombatGunState_MeleeAttack_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_MeleeAttack_C");
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return Clss;
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}
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// BP_AINPC_CombatGunState_MeleeAttack_C BP_AINPC_CombatGunState_MeleeAttack.Default__BP_AINPC_CombatGunState_MeleeAttack_C
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// (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted)
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class UBP_AINPC_CombatGunState_MeleeAttack_C* UBP_AINPC_CombatGunState_MeleeAttack_C::GetDefaultObj()
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{
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static class UBP_AINPC_CombatGunState_MeleeAttack_C* Default = nullptr;
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if (!Default)
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Default = static_cast<UBP_AINPC_CombatGunState_MeleeAttack_C*>(UBP_AINPC_CombatGunState_MeleeAttack_C::StaticClass()->DefaultObject);
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return Default;
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}
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// Function BP_AINPC_CombatGunState_MeleeAttack.BP_AINPC_CombatGunState_MeleeAttack_C.StateEnter
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// (Event, Public, BlueprintEvent)
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// Parameters:
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void UBP_AINPC_CombatGunState_MeleeAttack_C::StateEnter()
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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_MeleeAttack_C", "StateEnter");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function BP_AINPC_CombatGunState_MeleeAttack.BP_AINPC_CombatGunState_MeleeAttack_C.StateTick
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// (Event, Public, BlueprintEvent)
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// Parameters:
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// float DeltaTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UBP_AINPC_CombatGunState_MeleeAttack_C::StateTick(float DeltaTime)
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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_MeleeAttack_C", "StateTick");
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Params::UBP_AINPC_CombatGunState_MeleeAttack_C_StateTick_Params Parms{};
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Parms.DeltaTime = DeltaTime;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function BP_AINPC_CombatGunState_MeleeAttack.BP_AINPC_CombatGunState_MeleeAttack_C.StateExit
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// (Event, Public, BlueprintEvent)
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// Parameters:
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void UBP_AINPC_CombatGunState_MeleeAttack_C::StateExit()
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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_MeleeAttack_C", "StateExit");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function BP_AINPC_CombatGunState_MeleeAttack.BP_AINPC_CombatGunState_MeleeAttack_C.ExecuteUbergraph_BP_AINPC_CombatGunState_MeleeAttack
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// (Final, UbergraphFunction, HasDefaults)
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// Parameters:
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// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FActionDynamicParameter K2Node_MakeStruct_ActionDynamicParameter (None)
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// class UBP_AIAction_NPC_CombatBase_C*CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat (ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash)
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// float K2Node_Event_DeltaTime (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UPalActionComponent* CallFunc_GetBodyActionComponentRef_ActionComp (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
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// class UPalActionBase* CallFunc_PlayActionParameter_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UBP_AINPC_CombatGunState_MeleeAttack_C::ExecuteUbergraph_BP_AINPC_CombatGunState_MeleeAttack(int32 EntryPoint, const struct FActionDynamicParameter& K2Node_MakeStruct_ActionDynamicParameter, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat, float K2Node_Event_DeltaTime, class UPalActionComponent* CallFunc_GetBodyActionComponentRef_ActionComp, class UPalActionBase* CallFunc_PlayActionParameter_ReturnValue, bool CallFunc_IsValid_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_MeleeAttack_C", "ExecuteUbergraph_BP_AINPC_CombatGunState_MeleeAttack");
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Params::UBP_AINPC_CombatGunState_MeleeAttack_C_ExecuteUbergraph_BP_AINPC_CombatGunState_MeleeAttack_Params Parms{};
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Parms.EntryPoint = EntryPoint;
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Parms.K2Node_MakeStruct_ActionDynamicParameter = K2Node_MakeStruct_ActionDynamicParameter;
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Parms.CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat = CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat;
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Parms.K2Node_Event_DeltaTime = K2Node_Event_DeltaTime;
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Parms.CallFunc_GetBodyActionComponentRef_ActionComp = CallFunc_GetBodyActionComponentRef_ActionComp;
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Parms.CallFunc_PlayActionParameter_ReturnValue = CallFunc_PlayActionParameter_ReturnValue;
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Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue;
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UObject::ProcessEvent(Func, &Parms);
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}
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}
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