mirror of
https://github.com/swordbluesword/PalWorld-NetCrack.git
synced 2025-04-29 02:47:17 +09:00
167 lines
10 KiB
C++
167 lines
10 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_Combat_CommonState_BackwardTurn.BP_AINPC_Combat_CommonState_BackwardTurn_C
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// (None)
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class UClass* UBP_AINPC_Combat_CommonState_BackwardTurn_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_Combat_CommonState_BackwardTurn_C");
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return Clss;
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}
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// BP_AINPC_Combat_CommonState_BackwardTurn_C BP_AINPC_Combat_CommonState_BackwardTurn.Default__BP_AINPC_Combat_CommonState_BackwardTurn_C
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// (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted)
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class UBP_AINPC_Combat_CommonState_BackwardTurn_C* UBP_AINPC_Combat_CommonState_BackwardTurn_C::GetDefaultObj()
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{
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static class UBP_AINPC_Combat_CommonState_BackwardTurn_C* Default = nullptr;
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if (!Default)
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Default = static_cast<UBP_AINPC_Combat_CommonState_BackwardTurn_C*>(UBP_AINPC_Combat_CommonState_BackwardTurn_C::StaticClass()->DefaultObject);
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return Default;
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}
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// Function BP_AINPC_Combat_CommonState_BackwardTurn.BP_AINPC_Combat_CommonState_BackwardTurn_C.StateTick
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// (Event, Public, BlueprintEvent)
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// Parameters:
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// float DeltaTime (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UBP_AINPC_Combat_CommonState_BackwardTurn_C::StateTick(float DeltaTime)
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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_Combat_CommonState_BackwardTurn_C", "StateTick");
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Params::UBP_AINPC_Combat_CommonState_BackwardTurn_C_StateTick_Params Parms{};
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Parms.DeltaTime = DeltaTime;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function BP_AINPC_Combat_CommonState_BackwardTurn.BP_AINPC_Combat_CommonState_BackwardTurn_C.StateEnter
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// (Event, Public, BlueprintEvent)
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// Parameters:
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void UBP_AINPC_Combat_CommonState_BackwardTurn_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_Combat_CommonState_BackwardTurn_C", "StateEnter");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function BP_AINPC_Combat_CommonState_BackwardTurn.BP_AINPC_Combat_CommonState_BackwardTurn_C.StateExit
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// (Event, Public, BlueprintEvent)
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// Parameters:
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void UBP_AINPC_Combat_CommonState_BackwardTurn_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_Combat_CommonState_BackwardTurn_C", "StateExit");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function BP_AINPC_Combat_CommonState_BackwardTurn.BP_AINPC_Combat_CommonState_BackwardTurn_C.ExecuteUbergraph_BP_AINPC_Combat_CommonState_BackwardTurn
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// (Final, UbergraphFunction)
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// Parameters:
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// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UBP_AIAction_NPC_CombatBase_C*CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat (ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash)
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// class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// float K2Node_Event_DeltaTime (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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// class UBP_AIAction_NPC_CombatBase_C*CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_1 (ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash)
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// class AController* CallFunc_GetController_ReturnValue_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class APawn* CallFunc_K2_GetPawn_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class UPalShooterComponent* CallFunc_GetShooterComponent_ShooterComp (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
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// struct FVector CallFunc_GetActorRightVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FVector CallFunc_GetActorForwardVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FVector CallFunc_Multiply_VectorFloat_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UPalShooterComponent* CallFunc_GetShooterComponent_ShooterComp_1 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
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// int32 CallFunc_RandomIntegerInRange_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// double CallFunc_Multiply_IntFloat_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// double CallFunc_Subtract_DoubleDouble_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FVector CallFunc_Multiply_VectorFloat_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FVector CallFunc_Add_VectorVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class APalCharacter* CallFunc_GetSelfActor_SelfActor_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class UPalCharacterMovementComponent*CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
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// class APalCharacter* CallFunc_GetSelfActor_SelfActor_2 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class UPalCharacterMovementComponent*CallFunc_GetComponentByClass_ReturnValue_1 (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
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void UBP_AINPC_Combat_CommonState_BackwardTurn_C::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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static class UFunction* Func = nullptr;
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if (!Func)
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Func = Class->GetFunction("BP_AINPC_Combat_CommonState_BackwardTurn_C", "ExecuteUbergraph_BP_AINPC_Combat_CommonState_BackwardTurn");
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Params::UBP_AINPC_Combat_CommonState_BackwardTurn_C_ExecuteUbergraph_BP_AINPC_Combat_CommonState_BackwardTurn_Params Parms{};
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Parms.EntryPoint = EntryPoint;
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Parms.CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat = CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat;
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Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue;
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Parms.K2Node_Event_DeltaTime = K2Node_Event_DeltaTime;
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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_GetCombatAIActionRef_BPAIActionNPCCombat_1 = CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_1;
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Parms.CallFunc_GetController_ReturnValue_1 = CallFunc_GetController_ReturnValue_1;
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Parms.CallFunc_K2_GetPawn_ReturnValue = CallFunc_K2_GetPawn_ReturnValue;
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Parms.CallFunc_GetShooterComponent_ShooterComp = CallFunc_GetShooterComponent_ShooterComp;
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Parms.CallFunc_GetActorRightVector_ReturnValue = CallFunc_GetActorRightVector_ReturnValue;
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Parms.CallFunc_GetActorForwardVector_ReturnValue = CallFunc_GetActorForwardVector_ReturnValue;
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Parms.CallFunc_Multiply_VectorFloat_ReturnValue = CallFunc_Multiply_VectorFloat_ReturnValue;
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Parms.CallFunc_GetShooterComponent_ShooterComp_1 = CallFunc_GetShooterComponent_ShooterComp_1;
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Parms.CallFunc_RandomIntegerInRange_ReturnValue = CallFunc_RandomIntegerInRange_ReturnValue;
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Parms.CallFunc_Multiply_IntFloat_ReturnValue = CallFunc_Multiply_IntFloat_ReturnValue;
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Parms.CallFunc_Subtract_DoubleDouble_ReturnValue = CallFunc_Subtract_DoubleDouble_ReturnValue;
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Parms.CallFunc_Multiply_VectorFloat_ReturnValue_1 = CallFunc_Multiply_VectorFloat_ReturnValue_1;
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Parms.CallFunc_Add_VectorVector_ReturnValue = CallFunc_Add_VectorVector_ReturnValue;
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Parms.CallFunc_GetSelfActor_SelfActor_1 = CallFunc_GetSelfActor_SelfActor_1;
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Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue;
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Parms.CallFunc_GetSelfActor_SelfActor_2 = CallFunc_GetSelfActor_SelfActor_2;
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Parms.CallFunc_GetComponentByClass_ReturnValue_1 = CallFunc_GetComponentByClass_ReturnValue_1;
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UObject::ProcessEvent(Func, &Parms);
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}
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}
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