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

135 lines
5.3 KiB
C++

#pragma once
// Dumped with Dumper-7!
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// FUNCTIONS
//---------------------------------------------------------------------------------------------------------------------
// BlueprintGeneratedClass BP_AINPC_CombatGunState_MeleeAttack.BP_AINPC_CombatGunState_MeleeAttack_C
// (None)
class UClass* UBP_AINPC_CombatGunState_MeleeAttack_C::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("BP_AINPC_CombatGunState_MeleeAttack_C");
return Clss;
}
// BP_AINPC_CombatGunState_MeleeAttack_C BP_AINPC_CombatGunState_MeleeAttack.Default__BP_AINPC_CombatGunState_MeleeAttack_C
// (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted)
class UBP_AINPC_CombatGunState_MeleeAttack_C* UBP_AINPC_CombatGunState_MeleeAttack_C::GetDefaultObj()
{
static class UBP_AINPC_CombatGunState_MeleeAttack_C* Default = nullptr;
if (!Default)
Default = static_cast<UBP_AINPC_CombatGunState_MeleeAttack_C*>(UBP_AINPC_CombatGunState_MeleeAttack_C::StaticClass()->DefaultObject);
return Default;
}
// Function BP_AINPC_CombatGunState_MeleeAttack.BP_AINPC_CombatGunState_MeleeAttack_C.StateEnter
// (Event, Public, BlueprintEvent)
// Parameters:
void UBP_AINPC_CombatGunState_MeleeAttack_C::StateEnter()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AINPC_CombatGunState_MeleeAttack_C", "StateEnter");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_AINPC_CombatGunState_MeleeAttack.BP_AINPC_CombatGunState_MeleeAttack_C.StateTick
// (Event, Public, BlueprintEvent)
// Parameters:
// float DeltaTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AINPC_CombatGunState_MeleeAttack_C::StateTick(float DeltaTime)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AINPC_CombatGunState_MeleeAttack_C", "StateTick");
Params::UBP_AINPC_CombatGunState_MeleeAttack_C_StateTick_Params Parms{};
Parms.DeltaTime = DeltaTime;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AINPC_CombatGunState_MeleeAttack.BP_AINPC_CombatGunState_MeleeAttack_C.StateExit
// (Event, Public, BlueprintEvent)
// Parameters:
void UBP_AINPC_CombatGunState_MeleeAttack_C::StateExit()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AINPC_CombatGunState_MeleeAttack_C", "StateExit");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_AINPC_CombatGunState_MeleeAttack.BP_AINPC_CombatGunState_MeleeAttack_C.ExecuteUbergraph_BP_AINPC_CombatGunState_MeleeAttack
// (Final, UbergraphFunction, HasDefaults)
// Parameters:
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FActionDynamicParameter K2Node_MakeStruct_ActionDynamicParameter (None)
// class UBP_AIAction_NPC_CombatBase_C*CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat (ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash)
// float K2Node_Event_DeltaTime (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UPalActionComponent* CallFunc_GetBodyActionComponentRef_ActionComp (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// class UPalActionBase* CallFunc_PlayActionParameter_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AINPC_CombatGunState_MeleeAttack_C", "ExecuteUbergraph_BP_AINPC_CombatGunState_MeleeAttack");
Params::UBP_AINPC_CombatGunState_MeleeAttack_C_ExecuteUbergraph_BP_AINPC_CombatGunState_MeleeAttack_Params Parms{};
Parms.EntryPoint = EntryPoint;
Parms.K2Node_MakeStruct_ActionDynamicParameter = K2Node_MakeStruct_ActionDynamicParameter;
Parms.CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat = CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat;
Parms.K2Node_Event_DeltaTime = K2Node_Event_DeltaTime;
Parms.CallFunc_GetBodyActionComponentRef_ActionComp = CallFunc_GetBodyActionComponentRef_ActionComp;
Parms.CallFunc_PlayActionParameter_ReturnValue = CallFunc_PlayActionParameter_ReturnValue;
Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
}
}