mirror of
https://github.com/swordbluesword/PalWorld-NetCrack.git
synced 2025-04-29 02:47:17 +09:00
130 lines
6.8 KiB
C++
130 lines
6.8 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_Reload.BP_AINPC_CombatGunState_Reload_C
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// (None)
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class UClass* UBP_AINPC_CombatGunState_Reload_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_Reload_C");
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return Clss;
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}
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// BP_AINPC_CombatGunState_Reload_C BP_AINPC_CombatGunState_Reload.Default__BP_AINPC_CombatGunState_Reload_C
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// (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted)
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class UBP_AINPC_CombatGunState_Reload_C* UBP_AINPC_CombatGunState_Reload_C::GetDefaultObj()
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{
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static class UBP_AINPC_CombatGunState_Reload_C* Default = nullptr;
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if (!Default)
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Default = static_cast<UBP_AINPC_CombatGunState_Reload_C*>(UBP_AINPC_CombatGunState_Reload_C::StaticClass()->DefaultObject);
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return Default;
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}
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// Function BP_AINPC_CombatGunState_Reload.BP_AINPC_CombatGunState_Reload_C.StateEnter
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// (Event, Public, BlueprintEvent)
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// Parameters:
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void UBP_AINPC_CombatGunState_Reload_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_Reload_C", "StateEnter");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function BP_AINPC_CombatGunState_Reload.BP_AINPC_CombatGunState_Reload_C.StateExit
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// (Event, Public, BlueprintEvent)
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// Parameters:
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void UBP_AINPC_CombatGunState_Reload_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_Reload_C", "StateExit");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function BP_AINPC_CombatGunState_Reload.BP_AINPC_CombatGunState_Reload_C.ExecuteUbergraph_BP_AINPC_CombatGunState_Reload
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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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// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// float CallFunc_GetReloadTime_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class APalCharacter* CallFunc_GetSelfActor_SelfActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// struct FVector CallFunc_MakeVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UPalActionComponent* CallFunc_GetActionComponent_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
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// struct FActionDynamicParameter K2Node_MakeStruct_ActionDynamicParameter (None)
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// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class UPalActionBase* CallFunc_PlayActionParameter_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class AActor* CallFunc_GetTargetActor_TargetActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// double CallFunc_MakeVector_X_ImplicitCast (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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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)
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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_Reload_C", "ExecuteUbergraph_BP_AINPC_CombatGunState_Reload");
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Params::UBP_AINPC_CombatGunState_Reload_C_ExecuteUbergraph_BP_AINPC_CombatGunState_Reload_Params Parms{};
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Parms.EntryPoint = EntryPoint;
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Parms.CallFunc_GetControllerRef_NPCAICon = CallFunc_GetControllerRef_NPCAICon;
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Parms.CallFunc_GetWeaponHandle_WeaponHandle = CallFunc_GetWeaponHandle_WeaponHandle;
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Parms.CallFunc_GetReloadTime_ReturnValue = CallFunc_GetReloadTime_ReturnValue;
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Parms.CallFunc_GetSelfActor_SelfActor = CallFunc_GetSelfActor_SelfActor;
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Parms.CallFunc_MakeVector_ReturnValue = CallFunc_MakeVector_ReturnValue;
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Parms.CallFunc_GetActionComponent_ReturnValue = CallFunc_GetActionComponent_ReturnValue;
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Parms.K2Node_MakeStruct_ActionDynamicParameter = K2Node_MakeStruct_ActionDynamicParameter;
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Parms.CallFunc_GetControllerRef_NPCAICon_1 = CallFunc_GetControllerRef_NPCAICon_1;
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Parms.CallFunc_PlayActionParameter_ReturnValue = CallFunc_PlayActionParameter_ReturnValue;
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Parms.CallFunc_GetWeaponHandle_WeaponHandle_1 = CallFunc_GetWeaponHandle_WeaponHandle_1;
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Parms.CallFunc_GetTargetActor_TargetActor = CallFunc_GetTargetActor_TargetActor;
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Parms.CallFunc_GetControllerRef_NPCAICon_2 = CallFunc_GetControllerRef_NPCAICon_2;
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Parms.CallFunc_GetWeaponHandle_WeaponHandle_2 = CallFunc_GetWeaponHandle_WeaponHandle_2;
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Parms.CallFunc_MakeVector_X_ImplicitCast = CallFunc_MakeVector_X_ImplicitCast;
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UObject::ProcessEvent(Func, &Parms);
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}
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}
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