mirror of
https://github.com/swordbluesword/PalWorld-NetCrack.git
synced 2025-04-29 02:47:17 +09:00
267 lines
13 KiB
C++
267 lines
13 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_CombatState_Base.BP_AINPC_CombatState_Base_C
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// (None)
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class UClass* UBP_AINPC_CombatState_Base_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_CombatState_Base_C");
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return Clss;
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}
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// BP_AINPC_CombatState_Base_C BP_AINPC_CombatState_Base.Default__BP_AINPC_CombatState_Base_C
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// (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted)
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class UBP_AINPC_CombatState_Base_C* UBP_AINPC_CombatState_Base_C::GetDefaultObj()
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{
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static class UBP_AINPC_CombatState_Base_C* Default = nullptr;
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if (!Default)
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Default = static_cast<UBP_AINPC_CombatState_Base_C*>(UBP_AINPC_CombatState_Base_C::StaticClass()->DefaultObject);
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return Default;
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}
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// Function BP_AINPC_CombatState_Base.BP_AINPC_CombatState_Base_C.IsEndSelfState
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// bool IsEnd (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UBP_AINPC_CombatState_Base_C::IsEndSelfState(bool* IsEnd)
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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_CombatState_Base_C", "IsEndSelfState");
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Params::UBP_AINPC_CombatState_Base_C_IsEndSelfState_Params Parms{};
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UObject::ProcessEvent(Func, &Parms);
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if (IsEnd != nullptr)
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*IsEnd = Parms.IsEnd;
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}
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// Function BP_AINPC_CombatState_Base.BP_AINPC_CombatState_Base_C.ShootAbleSlefForwardDot
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// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// bool ShootAble (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class APalCharacter* CallFunc_GetSelfActor_SelfActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class AActor* CallFunc_GetTargetActor_TargetActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_InFanShapAimTarget_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class APalCharacter* CallFunc_GetSelfActor_SelfActor_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class AActor* CallFunc_GetTargetActor_TargetActor_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_IsValid_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UBP_AINPC_CombatState_Base_C::ShootAbleSlefForwardDot(bool* ShootAble, class APalCharacter* CallFunc_GetSelfActor_SelfActor, class AActor* CallFunc_GetTargetActor_TargetActor, bool CallFunc_InFanShapAimTarget_ReturnValue, class APalCharacter* CallFunc_GetSelfActor_SelfActor_1, bool CallFunc_IsValid_ReturnValue, class AActor* CallFunc_GetTargetActor_TargetActor_1, bool CallFunc_IsValid_ReturnValue_1)
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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_CombatState_Base_C", "ShootAbleSlefForwardDot");
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Params::UBP_AINPC_CombatState_Base_C_ShootAbleSlefForwardDot_Params Parms{};
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Parms.CallFunc_GetSelfActor_SelfActor = CallFunc_GetSelfActor_SelfActor;
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Parms.CallFunc_GetTargetActor_TargetActor = CallFunc_GetTargetActor_TargetActor;
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Parms.CallFunc_InFanShapAimTarget_ReturnValue = CallFunc_InFanShapAimTarget_ReturnValue;
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Parms.CallFunc_GetSelfActor_SelfActor_1 = CallFunc_GetSelfActor_SelfActor_1;
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Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue;
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Parms.CallFunc_GetTargetActor_TargetActor_1 = CallFunc_GetTargetActor_TargetActor_1;
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Parms.CallFunc_IsValid_ReturnValue_1 = CallFunc_IsValid_ReturnValue_1;
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UObject::ProcessEvent(Func, &Parms);
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if (ShootAble != nullptr)
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*ShootAble = Parms.ShootAble;
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}
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// Function BP_AINPC_CombatState_Base.BP_AINPC_CombatState_Base_C.AttackAblePlayerCamera
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// bool AttackAble (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class APalCharacter* CallFunc_GetSelfActor_SelfActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class AActor* CallFunc_GetTargetActor_TargetActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_IsAIAttackAbleByPlayerCamera_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UBP_AINPC_CombatState_Base_C::AttackAblePlayerCamera(bool* AttackAble, class APalCharacter* CallFunc_GetSelfActor_SelfActor, class AActor* CallFunc_GetTargetActor_TargetActor, bool CallFunc_IsAIAttackAbleByPlayerCamera_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_CombatState_Base_C", "AttackAblePlayerCamera");
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Params::UBP_AINPC_CombatState_Base_C_AttackAblePlayerCamera_Params Parms{};
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Parms.CallFunc_GetSelfActor_SelfActor = CallFunc_GetSelfActor_SelfActor;
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Parms.CallFunc_GetTargetActor_TargetActor = CallFunc_GetTargetActor_TargetActor;
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Parms.CallFunc_IsAIAttackAbleByPlayerCamera_ReturnValue = CallFunc_IsAIAttackAbleByPlayerCamera_ReturnValue;
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UObject::ProcessEvent(Func, &Parms);
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if (AttackAble != nullptr)
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*AttackAble = Parms.AttackAble;
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}
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// Function BP_AINPC_CombatState_Base.BP_AINPC_CombatState_Base_C.GetControllerRef
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// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// class ABP_NPCAIController_C* NPCAICon (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class UBP_AIAction_NPC_CombatBase_C*CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat (ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash)
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// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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void UBP_AINPC_CombatState_Base_C::GetControllerRef(class ABP_NPCAIController_C** NPCAICon, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon)
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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_CombatState_Base_C", "GetControllerRef");
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Params::UBP_AINPC_CombatState_Base_C_GetControllerRef_Params Parms{};
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Parms.CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat = CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat;
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Parms.CallFunc_GetControllerRef_NPCAICon = CallFunc_GetControllerRef_NPCAICon;
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UObject::ProcessEvent(Func, &Parms);
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if (NPCAICon != nullptr)
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*NPCAICon = Parms.NPCAICon;
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}
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// Function BP_AINPC_CombatState_Base.BP_AINPC_CombatState_Base_C.GetShooterComponent
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// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// class UPalShooterComponent* ShooterComp (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
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// class APalCharacter* CallFunc_GetSelfActor_SelfActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class UPalShooterComponent* CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
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void UBP_AINPC_CombatState_Base_C::GetShooterComponent(class UPalShooterComponent** ShooterComp, class APalCharacter* CallFunc_GetSelfActor_SelfActor, class UPalShooterComponent* CallFunc_GetComponentByClass_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_CombatState_Base_C", "GetShooterComponent");
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Params::UBP_AINPC_CombatState_Base_C_GetShooterComponent_Params Parms{};
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Parms.CallFunc_GetSelfActor_SelfActor = CallFunc_GetSelfActor_SelfActor;
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Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue;
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UObject::ProcessEvent(Func, &Parms);
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if (ShooterComp != nullptr)
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*ShooterComp = Parms.ShooterComp;
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}
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// Function BP_AINPC_CombatState_Base.BP_AINPC_CombatState_Base_C.GetSelfActor
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// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// class APalCharacter* SelfActor (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class UBP_AIAction_NPC_CombatBase_C*CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat (ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash)
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void UBP_AINPC_CombatState_Base_C::GetSelfActor(class APalCharacter** SelfActor, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat)
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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_CombatState_Base_C", "GetSelfActor");
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Params::UBP_AINPC_CombatState_Base_C_GetSelfActor_Params Parms{};
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Parms.CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat = CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat;
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UObject::ProcessEvent(Func, &Parms);
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if (SelfActor != nullptr)
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*SelfActor = Parms.SelfActor;
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}
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// Function BP_AINPC_CombatState_Base.BP_AINPC_CombatState_Base_C.GetTargetActor
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// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// class AActor* TargetActor (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class UBP_AIAction_NPC_CombatBase_C*CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat (ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash)
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void UBP_AINPC_CombatState_Base_C::GetTargetActor(class AActor** TargetActor, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat)
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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_CombatState_Base_C", "GetTargetActor");
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Params::UBP_AINPC_CombatState_Base_C_GetTargetActor_Params Parms{};
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Parms.CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat = CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat;
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UObject::ProcessEvent(Func, &Parms);
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if (TargetActor != nullptr)
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*TargetActor = Parms.TargetActor;
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}
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// Function BP_AINPC_CombatState_Base.BP_AINPC_CombatState_Base_C.GetCombatAIActionRef
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// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// class UBP_AIAction_NPC_CombatBase_C*BPAIActionNPCCombat (Parm, OutParm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash)
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// class UObject* CallFunc_GetOuterObject_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class UBP_AIAction_NPC_CombatBase_C*K2Node_DynamicCast_AsBP_AIAction_NPC_Combat_Base (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UBP_AINPC_CombatState_Base_C::GetCombatAIActionRef(class UBP_AIAction_NPC_CombatBase_C** BPAIActionNPCCombat, class UObject* CallFunc_GetOuterObject_ReturnValue, class UBP_AIAction_NPC_CombatBase_C* K2Node_DynamicCast_AsBP_AIAction_NPC_Combat_Base, bool K2Node_DynamicCast_bSuccess)
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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_CombatState_Base_C", "GetCombatAIActionRef");
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Params::UBP_AINPC_CombatState_Base_C_GetCombatAIActionRef_Params Parms{};
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Parms.CallFunc_GetOuterObject_ReturnValue = CallFunc_GetOuterObject_ReturnValue;
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Parms.K2Node_DynamicCast_AsBP_AIAction_NPC_Combat_Base = K2Node_DynamicCast_AsBP_AIAction_NPC_Combat_Base;
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Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess;
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UObject::ProcessEvent(Func, &Parms);
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if (BPAIActionNPCCombat != nullptr)
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*BPAIActionNPCCombat = Parms.BPAIActionNPCCombat;
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}
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}
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