mirror of
https://github.com/swordbluesword/PalWorld-NetCrack.git
synced 2025-04-29 02:47:17 +09:00
34 lines
2.9 KiB
C++
34 lines
2.9 KiB
C++
#pragma once
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// Dumped with Dumper-7!
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namespace SDK
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{
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//---------------------------------------------------------------------------------------------------------------------
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// CLASSES
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//---------------------------------------------------------------------------------------------------------------------
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// 0x1F (0x50 - 0x31)
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// BlueprintGeneratedClass BP_AINPC_Combat_CommonState_BackwardTurn.BP_AINPC_Combat_CommonState_BackwardTurn_C
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class UBP_AINPC_Combat_CommonState_BackwardTurn_C : public UBP_AINPC_CombatState_Base_C
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{
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public:
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uint8 Pad_3054[0x7]; // Fixing Size After Last Property [ Dumper-7 ]
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struct FPointerToUberGraphFrame UberGraphFrame; // 0x38(0x8)(ZeroConstructor, Transient, DuplicateTransient)
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double RightLeftMove; // 0x40(0x8)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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class FName FlagName; // 0x48(0x8)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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static class UClass* StaticClass();
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static class UBP_AINPC_Combat_CommonState_BackwardTurn_C* GetDefaultObj();
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void StateTick(float DeltaTime);
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void StateEnter();
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void StateExit();
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void ExecuteUbergraph_BP_AINPC_Combat_CommonState_BackwardTurn(int32 EntryPoint, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat, class AController* CallFunc_GetController_ReturnValue, float K2Node_Event_DeltaTime, class APalCharacter* CallFunc_GetSelfActor_SelfActor, class AActor* CallFunc_GetTargetActor_TargetActor, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_1, class AController* CallFunc_GetController_ReturnValue_1, class APawn* CallFunc_K2_GetPawn_ReturnValue, class UPalShooterComponent* CallFunc_GetShooterComponent_ShooterComp, const struct FVector& CallFunc_GetActorRightVector_ReturnValue, const struct FVector& CallFunc_GetActorForwardVector_ReturnValue, const struct FVector& CallFunc_Multiply_VectorFloat_ReturnValue, class UPalShooterComponent* CallFunc_GetShooterComponent_ShooterComp_1, int32 CallFunc_RandomIntegerInRange_ReturnValue, double CallFunc_Multiply_IntFloat_ReturnValue, double CallFunc_Subtract_DoubleDouble_ReturnValue, const struct FVector& CallFunc_Multiply_VectorFloat_ReturnValue_1, const struct FVector& CallFunc_Add_VectorVector_ReturnValue, class APalCharacter* CallFunc_GetSelfActor_SelfActor_1, class UPalCharacterMovementComponent* CallFunc_GetComponentByClass_ReturnValue, class APalCharacter* CallFunc_GetSelfActor_SelfActor_2, class UPalCharacterMovementComponent* CallFunc_GetComponentByClass_ReturnValue_1);
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};
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}
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