PalWorld-NetCrack/SDK/ChaosSolverEngine_functions.cpp
2024-01-22 14:43:11 +08:00

322 lines
7.8 KiB
C++

#pragma once
// Dumped with Dumper-7!
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// FUNCTIONS
//---------------------------------------------------------------------------------------------------------------------
// Class ChaosSolverEngine.ChaosDebugDrawComponent
// (None)
class UClass* UChaosDebugDrawComponent::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("ChaosDebugDrawComponent");
return Clss;
}
// ChaosDebugDrawComponent ChaosSolverEngine.Default__ChaosDebugDrawComponent
// (Public, ClassDefaultObject, ArchetypeObject)
class UChaosDebugDrawComponent* UChaosDebugDrawComponent::GetDefaultObj()
{
static class UChaosDebugDrawComponent* Default = nullptr;
if (!Default)
Default = static_cast<UChaosDebugDrawComponent*>(UChaosDebugDrawComponent::StaticClass()->DefaultObject);
return Default;
}
// Class ChaosSolverEngine.ChaosEventListenerComponent
// (None)
class UClass* UChaosEventListenerComponent::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("ChaosEventListenerComponent");
return Clss;
}
// ChaosEventListenerComponent ChaosSolverEngine.Default__ChaosEventListenerComponent
// (Public, ClassDefaultObject, ArchetypeObject)
class UChaosEventListenerComponent* UChaosEventListenerComponent::GetDefaultObj()
{
static class UChaosEventListenerComponent* Default = nullptr;
if (!Default)
Default = static_cast<UChaosEventListenerComponent*>(UChaosEventListenerComponent::StaticClass()->DefaultObject);
return Default;
}
// Class ChaosSolverEngine.ChaosGameplayEventDispatcher
// (None)
class UClass* UChaosGameplayEventDispatcher::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("ChaosGameplayEventDispatcher");
return Clss;
}
// ChaosGameplayEventDispatcher ChaosSolverEngine.Default__ChaosGameplayEventDispatcher
// (Public, ClassDefaultObject, ArchetypeObject)
class UChaosGameplayEventDispatcher* UChaosGameplayEventDispatcher::GetDefaultObj()
{
static class UChaosGameplayEventDispatcher* Default = nullptr;
if (!Default)
Default = static_cast<UChaosGameplayEventDispatcher*>(UChaosGameplayEventDispatcher::StaticClass()->DefaultObject);
return Default;
}
// Class ChaosSolverEngine.ChaosNotifyHandlerInterface
// (None)
class UClass* IChaosNotifyHandlerInterface::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("ChaosNotifyHandlerInterface");
return Clss;
}
// ChaosNotifyHandlerInterface ChaosSolverEngine.Default__ChaosNotifyHandlerInterface
// (Public, ClassDefaultObject, ArchetypeObject)
class IChaosNotifyHandlerInterface* IChaosNotifyHandlerInterface::GetDefaultObj()
{
static class IChaosNotifyHandlerInterface* Default = nullptr;
if (!Default)
Default = static_cast<IChaosNotifyHandlerInterface*>(IChaosNotifyHandlerInterface::StaticClass()->DefaultObject);
return Default;
}
// Class ChaosSolverEngine.ChaosSolverEngineBlueprintLibrary
// (None)
class UClass* UChaosSolverEngineBlueprintLibrary::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("ChaosSolverEngineBlueprintLibrary");
return Clss;
}
// ChaosSolverEngineBlueprintLibrary ChaosSolverEngine.Default__ChaosSolverEngineBlueprintLibrary
// (Public, ClassDefaultObject, ArchetypeObject)
class UChaosSolverEngineBlueprintLibrary* UChaosSolverEngineBlueprintLibrary::GetDefaultObj()
{
static class UChaosSolverEngineBlueprintLibrary* Default = nullptr;
if (!Default)
Default = static_cast<UChaosSolverEngineBlueprintLibrary*>(UChaosSolverEngineBlueprintLibrary::StaticClass()->DefaultObject);
return Default;
}
// Function ChaosSolverEngine.ChaosSolverEngineBlueprintLibrary.ConvertPhysicsCollisionToHitResult
// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
// Parameters:
// struct FChaosPhysicsCollisionInfo PhysicsCollision (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
// struct FHitResult ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
struct FHitResult UChaosSolverEngineBlueprintLibrary::ConvertPhysicsCollisionToHitResult(struct FChaosPhysicsCollisionInfo& PhysicsCollision)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosSolverEngineBlueprintLibrary", "ConvertPhysicsCollisionToHitResult");
Params::UChaosSolverEngineBlueprintLibrary_ConvertPhysicsCollisionToHitResult_Params Parms{};
Parms.PhysicsCollision = PhysicsCollision;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Class ChaosSolverEngine.ChaosSolver
// (None)
class UClass* UChaosSolver::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("ChaosSolver");
return Clss;
}
// ChaosSolver ChaosSolverEngine.Default__ChaosSolver
// (Public, ClassDefaultObject, ArchetypeObject)
class UChaosSolver* UChaosSolver::GetDefaultObj()
{
static class UChaosSolver* Default = nullptr;
if (!Default)
Default = static_cast<UChaosSolver*>(UChaosSolver::StaticClass()->DefaultObject);
return Default;
}
// Class ChaosSolverEngine.ChaosSolverActor
// (Actor)
class UClass* AChaosSolverActor::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("ChaosSolverActor");
return Clss;
}
// ChaosSolverActor ChaosSolverEngine.Default__ChaosSolverActor
// (Public, ClassDefaultObject, ArchetypeObject)
class AChaosSolverActor* AChaosSolverActor::GetDefaultObj()
{
static class AChaosSolverActor* Default = nullptr;
if (!Default)
Default = static_cast<AChaosSolverActor*>(AChaosSolverActor::StaticClass()->DefaultObject);
return Default;
}
// Function ChaosSolverEngine.ChaosSolverActor.SetSolverActive
// (Native, Public, BlueprintCallable)
// Parameters:
// bool bActive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void AChaosSolverActor::SetSolverActive(bool bActive)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosSolverActor", "SetSolverActive");
Params::AChaosSolverActor_SetSolverActive_Params Parms{};
Parms.bActive = bActive;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function ChaosSolverEngine.ChaosSolverActor.SetAsCurrentWorldSolver
// (Final, Native, Public, BlueprintCallable)
// Parameters:
void AChaosSolverActor::SetAsCurrentWorldSolver()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ChaosSolverActor", "SetAsCurrentWorldSolver");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Class ChaosSolverEngine.ChaosSolverSettings
// (None)
class UClass* UChaosSolverSettings::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("ChaosSolverSettings");
return Clss;
}
// ChaosSolverSettings ChaosSolverEngine.Default__ChaosSolverSettings
// (Public, ClassDefaultObject, ArchetypeObject)
class UChaosSolverSettings* UChaosSolverSettings::GetDefaultObj()
{
static class UChaosSolverSettings* Default = nullptr;
if (!Default)
Default = static_cast<UChaosSolverSettings*>(UChaosSolverSettings::StaticClass()->DefaultObject);
return Default;
}
}