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

130 lines
6.8 KiB
C++

#pragma once
// Dumped with Dumper-7!
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// FUNCTIONS
//---------------------------------------------------------------------------------------------------------------------
// BlueprintGeneratedClass BP_AINPC_CombatGunState_Reload.BP_AINPC_CombatGunState_Reload_C
// (None)
class UClass* UBP_AINPC_CombatGunState_Reload_C::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("BP_AINPC_CombatGunState_Reload_C");
return Clss;
}
// BP_AINPC_CombatGunState_Reload_C BP_AINPC_CombatGunState_Reload.Default__BP_AINPC_CombatGunState_Reload_C
// (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted)
class UBP_AINPC_CombatGunState_Reload_C* UBP_AINPC_CombatGunState_Reload_C::GetDefaultObj()
{
static class UBP_AINPC_CombatGunState_Reload_C* Default = nullptr;
if (!Default)
Default = static_cast<UBP_AINPC_CombatGunState_Reload_C*>(UBP_AINPC_CombatGunState_Reload_C::StaticClass()->DefaultObject);
return Default;
}
// Function BP_AINPC_CombatGunState_Reload.BP_AINPC_CombatGunState_Reload_C.StateEnter
// (Event, Public, BlueprintEvent)
// Parameters:
void UBP_AINPC_CombatGunState_Reload_C::StateEnter()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AINPC_CombatGunState_Reload_C", "StateEnter");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_AINPC_CombatGunState_Reload.BP_AINPC_CombatGunState_Reload_C.StateExit
// (Event, Public, BlueprintEvent)
// Parameters:
void UBP_AINPC_CombatGunState_Reload_C::StateExit()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AINPC_CombatGunState_Reload_C", "StateExit");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_AINPC_CombatGunState_Reload.BP_AINPC_CombatGunState_Reload_C.ExecuteUbergraph_BP_AINPC_CombatGunState_Reload
// (Final, UbergraphFunction, HasDefaults)
// Parameters:
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// float CallFunc_GetReloadTime_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APalCharacter* CallFunc_GetSelfActor_SelfActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_MakeVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UPalActionComponent* CallFunc_GetActionComponent_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// struct FActionDynamicParameter K2Node_MakeStruct_ActionDynamicParameter (None)
// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPalActionBase* CallFunc_PlayActionParameter_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class AActor* CallFunc_GetTargetActor_TargetActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// double CallFunc_MakeVector_X_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AINPC_CombatGunState_Reload_C::ExecuteUbergraph_BP_AINPC_CombatGunState_Reload(int32 EntryPoint, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle, float CallFunc_GetReloadTime_ReturnValue, class APalCharacter* CallFunc_GetSelfActor_SelfActor, const struct FVector& CallFunc_MakeVector_ReturnValue, class UPalActionComponent* CallFunc_GetActionComponent_ReturnValue, const struct FActionDynamicParameter& K2Node_MakeStruct_ActionDynamicParameter, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_1, class UPalActionBase* CallFunc_PlayActionParameter_ReturnValue, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle_1, class AActor* CallFunc_GetTargetActor_TargetActor, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_2, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle_2, double CallFunc_MakeVector_X_ImplicitCast)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AINPC_CombatGunState_Reload_C", "ExecuteUbergraph_BP_AINPC_CombatGunState_Reload");
Params::UBP_AINPC_CombatGunState_Reload_C_ExecuteUbergraph_BP_AINPC_CombatGunState_Reload_Params Parms{};
Parms.EntryPoint = EntryPoint;
Parms.CallFunc_GetControllerRef_NPCAICon = CallFunc_GetControllerRef_NPCAICon;
Parms.CallFunc_GetWeaponHandle_WeaponHandle = CallFunc_GetWeaponHandle_WeaponHandle;
Parms.CallFunc_GetReloadTime_ReturnValue = CallFunc_GetReloadTime_ReturnValue;
Parms.CallFunc_GetSelfActor_SelfActor = CallFunc_GetSelfActor_SelfActor;
Parms.CallFunc_MakeVector_ReturnValue = CallFunc_MakeVector_ReturnValue;
Parms.CallFunc_GetActionComponent_ReturnValue = CallFunc_GetActionComponent_ReturnValue;
Parms.K2Node_MakeStruct_ActionDynamicParameter = K2Node_MakeStruct_ActionDynamicParameter;
Parms.CallFunc_GetControllerRef_NPCAICon_1 = CallFunc_GetControllerRef_NPCAICon_1;
Parms.CallFunc_PlayActionParameter_ReturnValue = CallFunc_PlayActionParameter_ReturnValue;
Parms.CallFunc_GetWeaponHandle_WeaponHandle_1 = CallFunc_GetWeaponHandle_WeaponHandle_1;
Parms.CallFunc_GetTargetActor_TargetActor = CallFunc_GetTargetActor_TargetActor;
Parms.CallFunc_GetControllerRef_NPCAICon_2 = CallFunc_GetControllerRef_NPCAICon_2;
Parms.CallFunc_GetWeaponHandle_WeaponHandle_2 = CallFunc_GetWeaponHandle_WeaponHandle_2;
Parms.CallFunc_MakeVector_X_ImplicitCast = CallFunc_MakeVector_X_ImplicitCast;
UObject::ProcessEvent(Func, &Parms);
}
}