mirror of
https://github.com/swordbluesword/PalWorld-NetCrack.git
synced 2025-04-29 02:47:17 +09:00
597 lines
20 KiB
C++
597 lines
20 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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// Class GameplayTasks.GameplayTask
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// (None)
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class UClass* UGameplayTask::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("GameplayTask");
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return Clss;
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}
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// GameplayTask GameplayTasks.Default__GameplayTask
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// (Public, ClassDefaultObject, ArchetypeObject, StrongRefOnFrame)
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class UGameplayTask* UGameplayTask::GetDefaultObj()
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{
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static class UGameplayTask* Default = nullptr;
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if (!Default)
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Default = static_cast<UGameplayTask*>(UGameplayTask::StaticClass()->DefaultObject);
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return Default;
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}
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// Function GameplayTasks.GameplayTask.ReadyForActivation
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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void UGameplayTask::ReadyForActivation()
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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("GameplayTask", "ReadyForActivation");
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, nullptr);
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Func->FunctionFlags = Flgs;
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}
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// DelegateFunction GameplayTasks.GameplayTask.GenericGameplayTaskDelegate__DelegateSignature
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// (MulticastDelegate, Public, Delegate)
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// Parameters:
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void UGameplayTask::GenericGameplayTaskDelegate__DelegateSignature()
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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("GameplayTask", "GenericGameplayTaskDelegate__DelegateSignature");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function GameplayTasks.GameplayTask.EndTask
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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void UGameplayTask::EndTask()
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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("GameplayTask", "EndTask");
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, nullptr);
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Func->FunctionFlags = Flgs;
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}
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// Class GameplayTasks.GameplayTaskOwnerInterface
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// (None)
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class UClass* IGameplayTaskOwnerInterface::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("GameplayTaskOwnerInterface");
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return Clss;
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}
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// GameplayTaskOwnerInterface GameplayTasks.Default__GameplayTaskOwnerInterface
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// (Public, ClassDefaultObject, ArchetypeObject)
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class IGameplayTaskOwnerInterface* IGameplayTaskOwnerInterface::GetDefaultObj()
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{
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static class IGameplayTaskOwnerInterface* Default = nullptr;
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if (!Default)
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Default = static_cast<IGameplayTaskOwnerInterface*>(IGameplayTaskOwnerInterface::StaticClass()->DefaultObject);
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return Default;
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}
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// Class GameplayTasks.GameplayTaskResource
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// (None)
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class UClass* UGameplayTaskResource::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("GameplayTaskResource");
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return Clss;
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}
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// GameplayTaskResource GameplayTasks.Default__GameplayTaskResource
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// (Public, ClassDefaultObject, ArchetypeObject)
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class UGameplayTaskResource* UGameplayTaskResource::GetDefaultObj()
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{
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static class UGameplayTaskResource* Default = nullptr;
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if (!Default)
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Default = static_cast<UGameplayTaskResource*>(UGameplayTaskResource::StaticClass()->DefaultObject);
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return Default;
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}
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// Class GameplayTasks.GameplayTasksComponent
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// (None)
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class UClass* UGameplayTasksComponent::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("GameplayTasksComponent");
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return Clss;
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}
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// GameplayTasksComponent GameplayTasks.Default__GameplayTasksComponent
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// (Public, ClassDefaultObject, ArchetypeObject)
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class UGameplayTasksComponent* UGameplayTasksComponent::GetDefaultObj()
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{
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static class UGameplayTasksComponent* Default = nullptr;
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if (!Default)
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Default = static_cast<UGameplayTasksComponent*>(UGameplayTasksComponent::StaticClass()->DefaultObject);
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return Default;
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}
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// Function GameplayTasks.GameplayTasksComponent.OnRep_SimulatedTasks
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// (Final, Native, Public, HasOutParams)
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// Parameters:
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// TArray<class UGameplayTask*> PreviousSimulatedTasks (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
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void UGameplayTasksComponent::OnRep_SimulatedTasks(TArray<class UGameplayTask*>& PreviousSimulatedTasks)
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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("GameplayTasksComponent", "OnRep_SimulatedTasks");
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Params::UGameplayTasksComponent_OnRep_SimulatedTasks_Params Parms{};
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Parms.PreviousSimulatedTasks = PreviousSimulatedTasks;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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// Function GameplayTasks.GameplayTasksComponent.K2_RunGameplayTask
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// (Final, Native, Static, Public, BlueprintCallable)
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// Parameters:
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// TScriptInterface<class IGameplayTaskOwnerInterface>TaskOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class UGameplayTask* Task (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// uint8 Priority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// TArray<TSubclassOf<class UGameplayTaskResource>>AdditionalRequiredResources (Parm, ZeroConstructor, AdvancedDisplay, UObjectWrapper, NativeAccessSpecifierPublic)
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// TArray<TSubclassOf<class UGameplayTaskResource>>AdditionalClaimedResources (Parm, ZeroConstructor, AdvancedDisplay, UObjectWrapper, NativeAccessSpecifierPublic)
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// enum class EGameplayTaskRunResult ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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enum class EGameplayTaskRunResult UGameplayTasksComponent::K2_RunGameplayTask(TScriptInterface<class IGameplayTaskOwnerInterface> TaskOwner, class UGameplayTask* Task, uint8 Priority, const TArray<TSubclassOf<class UGameplayTaskResource>>& AdditionalRequiredResources, const TArray<TSubclassOf<class UGameplayTaskResource>>& AdditionalClaimedResources)
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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("GameplayTasksComponent", "K2_RunGameplayTask");
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Params::UGameplayTasksComponent_K2_RunGameplayTask_Params Parms{};
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Parms.TaskOwner = TaskOwner;
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Parms.Task = Task;
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Parms.Priority = Priority;
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Parms.AdditionalRequiredResources = AdditionalRequiredResources;
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Parms.AdditionalClaimedResources = AdditionalClaimedResources;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Class GameplayTasks.GameplayTask_ClaimResource
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// (None)
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class UClass* UGameplayTask_ClaimResource::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("GameplayTask_ClaimResource");
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return Clss;
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}
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// GameplayTask_ClaimResource GameplayTasks.Default__GameplayTask_ClaimResource
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// (Public, ClassDefaultObject, ArchetypeObject, StrongRefOnFrame)
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class UGameplayTask_ClaimResource* UGameplayTask_ClaimResource::GetDefaultObj()
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{
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static class UGameplayTask_ClaimResource* Default = nullptr;
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if (!Default)
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Default = static_cast<UGameplayTask_ClaimResource*>(UGameplayTask_ClaimResource::StaticClass()->DefaultObject);
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return Default;
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}
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// Function GameplayTasks.GameplayTask_ClaimResource.ClaimResources
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// (Final, Native, Static, Public, BlueprintCallable)
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// Parameters:
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// TScriptInterface<class IGameplayTaskOwnerInterface>InTaskOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// TArray<TSubclassOf<class UGameplayTaskResource>>ResourceClasses (Parm, ZeroConstructor, UObjectWrapper, NativeAccessSpecifierPublic)
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// uint8 Priority (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class FName TaskInstanceName (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class UGameplayTask_ClaimResource* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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class UGameplayTask_ClaimResource* UGameplayTask_ClaimResource::ClaimResources(TScriptInterface<class IGameplayTaskOwnerInterface> InTaskOwner, const TArray<TSubclassOf<class UGameplayTaskResource>>& ResourceClasses, uint8 Priority, class FName TaskInstanceName)
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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("GameplayTask_ClaimResource", "ClaimResources");
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Params::UGameplayTask_ClaimResource_ClaimResources_Params Parms{};
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Parms.InTaskOwner = InTaskOwner;
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Parms.ResourceClasses = ResourceClasses;
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Parms.Priority = Priority;
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Parms.TaskInstanceName = TaskInstanceName;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function GameplayTasks.GameplayTask_ClaimResource.ClaimResource
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// (Final, Native, Static, Public, BlueprintCallable)
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// Parameters:
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// TScriptInterface<class IGameplayTaskOwnerInterface>InTaskOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// TSubclassOf<class UGameplayTaskResource>ResourceClass (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// uint8 Priority (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class FName TaskInstanceName (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class UGameplayTask_ClaimResource* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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class UGameplayTask_ClaimResource* UGameplayTask_ClaimResource::ClaimResource(TScriptInterface<class IGameplayTaskOwnerInterface> InTaskOwner, TSubclassOf<class UGameplayTaskResource> ResourceClass, uint8 Priority, class FName TaskInstanceName)
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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("GameplayTask_ClaimResource", "ClaimResource");
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Params::UGameplayTask_ClaimResource_ClaimResource_Params Parms{};
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Parms.InTaskOwner = InTaskOwner;
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Parms.ResourceClass = ResourceClass;
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Parms.Priority = Priority;
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Parms.TaskInstanceName = TaskInstanceName;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Class GameplayTasks.GameplayTask_SpawnActor
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// (None)
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class UClass* UGameplayTask_SpawnActor::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("GameplayTask_SpawnActor");
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return Clss;
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}
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// GameplayTask_SpawnActor GameplayTasks.Default__GameplayTask_SpawnActor
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// (Public, ClassDefaultObject, ArchetypeObject, StrongRefOnFrame)
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class UGameplayTask_SpawnActor* UGameplayTask_SpawnActor::GetDefaultObj()
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{
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static class UGameplayTask_SpawnActor* Default = nullptr;
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if (!Default)
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Default = static_cast<UGameplayTask_SpawnActor*>(UGameplayTask_SpawnActor::StaticClass()->DefaultObject);
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return Default;
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}
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// Function GameplayTasks.GameplayTask_SpawnActor.SpawnActor
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// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
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// Parameters:
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// TScriptInterface<class IGameplayTaskOwnerInterface>TaskOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// struct FVector SpawnLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// struct FRotator SpawnRotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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// TSubclassOf<class AActor> Class (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// bool bSpawnOnlyOnAuthority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class UGameplayTask_SpawnActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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class UGameplayTask_SpawnActor* UGameplayTask_SpawnActor::SpawnActor(TScriptInterface<class IGameplayTaskOwnerInterface> TaskOwner, const struct FVector& SpawnLocation, const struct FRotator& SpawnRotation, TSubclassOf<class AActor> Class, bool bSpawnOnlyOnAuthority)
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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("GameplayTask_SpawnActor", "SpawnActor");
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Params::UGameplayTask_SpawnActor_SpawnActor_Params Parms{};
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Parms.TaskOwner = TaskOwner;
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Parms.SpawnLocation = SpawnLocation;
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Parms.SpawnRotation = SpawnRotation;
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Parms.Class = Class;
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Parms.bSpawnOnlyOnAuthority = bSpawnOnlyOnAuthority;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function GameplayTasks.GameplayTask_SpawnActor.FinishSpawningActor
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// (Native, Public, BlueprintCallable)
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// Parameters:
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// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class AActor* SpawnedActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void UGameplayTask_SpawnActor::FinishSpawningActor(class UObject* WorldContextObject, class AActor* SpawnedActor)
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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("GameplayTask_SpawnActor", "FinishSpawningActor");
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Params::UGameplayTask_SpawnActor_FinishSpawningActor_Params Parms{};
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Parms.WorldContextObject = WorldContextObject;
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Parms.SpawnedActor = SpawnedActor;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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// Function GameplayTasks.GameplayTask_SpawnActor.BeginSpawningActor
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// (Native, Public, HasOutParams, BlueprintCallable)
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// Parameters:
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// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class AActor* SpawnedActor (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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bool UGameplayTask_SpawnActor::BeginSpawningActor(class UObject* WorldContextObject, class AActor** SpawnedActor)
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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("GameplayTask_SpawnActor", "BeginSpawningActor");
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Params::UGameplayTask_SpawnActor_BeginSpawningActor_Params Parms{};
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Parms.WorldContextObject = WorldContextObject;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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if (SpawnedActor != nullptr)
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*SpawnedActor = Parms.SpawnedActor;
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return Parms.ReturnValue;
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}
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// Class GameplayTasks.GameplayTask_TimeLimitedExecution
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// (None)
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class UClass* UGameplayTask_TimeLimitedExecution::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("GameplayTask_TimeLimitedExecution");
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return Clss;
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}
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// GameplayTask_TimeLimitedExecution GameplayTasks.Default__GameplayTask_TimeLimitedExecution
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// (Public, ClassDefaultObject, ArchetypeObject, StrongRefOnFrame)
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class UGameplayTask_TimeLimitedExecution* UGameplayTask_TimeLimitedExecution::GetDefaultObj()
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{
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static class UGameplayTask_TimeLimitedExecution* Default = nullptr;
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if (!Default)
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Default = static_cast<UGameplayTask_TimeLimitedExecution*>(UGameplayTask_TimeLimitedExecution::StaticClass()->DefaultObject);
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return Default;
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}
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// Class GameplayTasks.GameplayTask_WaitDelay
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// (None)
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class UClass* UGameplayTask_WaitDelay::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("GameplayTask_WaitDelay");
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return Clss;
|
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}
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// GameplayTask_WaitDelay GameplayTasks.Default__GameplayTask_WaitDelay
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// (Public, ClassDefaultObject, ArchetypeObject, StrongRefOnFrame)
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|
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class UGameplayTask_WaitDelay* UGameplayTask_WaitDelay::GetDefaultObj()
|
|
{
|
|
static class UGameplayTask_WaitDelay* Default = nullptr;
|
|
|
|
if (!Default)
|
|
Default = static_cast<UGameplayTask_WaitDelay*>(UGameplayTask_WaitDelay::StaticClass()->DefaultObject);
|
|
|
|
return Default;
|
|
}
|
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|
|
// Function GameplayTasks.GameplayTask_WaitDelay.TaskWaitDelay
|
|
// (Final, Native, Static, Public, BlueprintCallable)
|
|
// Parameters:
|
|
// TScriptInterface<class IGameplayTaskOwnerInterface>TaskOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// float Time (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// uint8 Priority (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
// class UGameplayTask_WaitDelay* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
|
|
|
|
class UGameplayTask_WaitDelay* UGameplayTask_WaitDelay::TaskWaitDelay(TScriptInterface<class IGameplayTaskOwnerInterface> TaskOwner, float Time, uint8 Priority)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (!Func)
|
|
Func = Class->GetFunction("GameplayTask_WaitDelay", "TaskWaitDelay");
|
|
|
|
Params::UGameplayTask_WaitDelay_TaskWaitDelay_Params Parms{};
|
|
|
|
Parms.TaskOwner = TaskOwner;
|
|
Parms.Time = Time;
|
|
Parms.Priority = Priority;
|
|
|
|
auto Flgs = Func->FunctionFlags;
|
|
Func->FunctionFlags |= 0x400;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
|
|
Func->FunctionFlags = Flgs;
|
|
|
|
return Parms.ReturnValue;
|
|
|
|
}
|
|
|
|
|
|
// DelegateFunction GameplayTasks.GameplayTask_WaitDelay.TaskDelayDelegate__DelegateSignature
|
|
// (MulticastDelegate, Public, Delegate)
|
|
// Parameters:
|
|
|
|
void UGameplayTask_WaitDelay::TaskDelayDelegate__DelegateSignature()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (!Func)
|
|
Func = Class->GetFunction("GameplayTask_WaitDelay", "TaskDelayDelegate__DelegateSignature");
|
|
|
|
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
|
|
}
|
|
|
|
}
|
|
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|
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