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https://github.com/swordbluesword/PalWorld-NetCrack.git
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38 lines
5.1 KiB
C++
38 lines
5.1 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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// 0x20 (0x158 - 0x138)
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// BlueprintGeneratedClass BP_ActionPairStandbyBase.BP_ActionPairStandbyBase_C
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class UBP_ActionPairStandbyBase_C : public UPalActionBase
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{
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public:
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uint8 Pad_171B[0x8]; // Fixing Size After Last Property [ Dumper-7 ]
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struct FPointerToUberGraphFrame UberGraphFrame; // 0x140(0x8)(ZeroConstructor, Transient, DuplicateTransient)
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class UPalAIActionBase* PettingCallAction; // 0x148(0x8)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, AdvancedDisplay, HasGetValueTypeHash)
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class UClass* CallAIActionClass; // 0x150(0x8)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
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static class UClass* StaticClass();
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static class UBP_ActionPairStandbyBase_C* GetDefaultObj();
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void OnSetCallAIAction(class UPalAIActionBase* CallAction);
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void CheckCancel(bool* Cancel, class AActor* CallFunc_GetActionTarget_ReturnValue, class AActor* CallFunc_GetActionTarget_ReturnValue_1, class UPalCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsDead_ReturnValue, class APalCharacter* K2Node_DynamicCast_AsPal_Character, bool K2Node_DynamicCast_bSuccess, class APalCharacter* CallFunc_GetActionCharacter_ReturnValue, bool CallFunc_GetActiveActorFlag_ReturnValue, bool CallFunc_IsValid_ReturnValue_1);
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void GetStandByAnime(class UAnimMontage** Montage, enum class EPalGeneralMontageType Temp_byte_Variable, enum class EPalGeneralMontageType Temp_byte_Variable_1, class APalCharacter* CallFunc_GetActionCharacter_ReturnValue, class APalCharacter* CallFunc_GetActionCharacter_ReturnValue_1, class APalCharacter* CallFunc_GetActionCharacter_ReturnValue_2, class AActor* CallFunc_GetActionTarget_ReturnValue, class UPalStaticCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue, class UPalStaticCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue_1, class UAnimMontage* CallFunc_Map_Find_Value, bool CallFunc_Map_Find_ReturnValue, bool K2Node_SwitchEnum_CmpSuccess, class UAnimMontage* CallFunc_Map_Find_Value_1, bool CallFunc_Map_Find_ReturnValue_1);
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void OnBeginAction();
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void TickAction(float DeltaTime);
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void OnEndAction();
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void CancelEvent();
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void ExecuteUbergraph_BP_ActionPairStandbyBase(int32 EntryPoint, float K2Node_Event_DeltaTime, class APalCharacter* CallFunc_GetActionCharacter_ReturnValue, class AActor* CallFunc_GetActionTarget_ReturnValue, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue_1, class APalCharacter* K2Node_DynamicCast_AsPal_Character, bool K2Node_DynamicCast_bSuccess, class AActor* CallFunc_GetActionTarget_ReturnValue_1, bool CallFunc_GetActiveActorFlag_ReturnValue, bool CallFunc_IsValid_ReturnValue_2, class APalCharacter* CallFunc_GetActionCharacter_ReturnValue_1, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class APalCharacter* CallFunc_GetActionCharacter_ReturnValue_2, class APalCharacter* CallFunc_GetActionCharacter_ReturnValue_3, class UPalCharacterMovementComponent* CallFunc_GetComponentByClass_ReturnValue, class UPalCharacterMovementComponent* CallFunc_GetComponentByClass_ReturnValue_1, class AActor* CallFunc_GetActionTarget_ReturnValue_2, class APalCharacter* CallFunc_GetActionCharacter_ReturnValue_4, class AController* CallFunc_GetController_ReturnValue, class AActor* CallFunc_GetActionTarget_ReturnValue_3, bool CallFunc_IsValid_ReturnValue_3, class UPalAIActionComponent* CallFunc_GetComponentByClass_ReturnValue_2, class APalCharacter* CallFunc_GetActionCharacter_ReturnValue_5, class APalCharacter* CallFunc_GetActionCharacter_ReturnValue_6, class APalCharacter* CallFunc_GetActionCharacter_ReturnValue_7, class UPalShooterComponent* CallFunc_GetComponentByClass_ReturnValue_3, class APalCharacter* CallFunc_GetActionCharacter_ReturnValue_8, class UPalShooterComponent* CallFunc_GetComponentByClass_ReturnValue_4, class UAnimMontage* CallFunc_GetStandByAnime_Montage, float CallFunc_PlayAnimMontage_ReturnValue, class APalCharacter* CallFunc_GetActionCharacter_ReturnValue_9, class AController* CallFunc_GetController_ReturnValue_1, bool CallFunc_IsValid_ReturnValue_4, class APalPlayerController* K2Node_DynamicCast_AsPal_Player_Controller, bool K2Node_DynamicCast_bSuccess_1, class APalCharacter* CallFunc_GetActionCharacter_ReturnValue_10, class AController* CallFunc_GetController_ReturnValue_2, bool CallFunc_IsValid_ReturnValue_5, class APalPlayerController* K2Node_DynamicCast_AsPal_Player_Controller_1, bool K2Node_DynamicCast_bSuccess_2, class UPalAIActionBase* CallFunc_SetActionClassParameter_ReturnValue);
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};
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}
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