mirror of
https://github.com/swordbluesword/PalWorld-NetCrack.git
synced 2025-04-29 02:47:17 +09:00
105 lines
3.2 KiB
C++
105 lines
3.2 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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// 0x0 (0xA0 - 0xA0)
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// Class ModularGameplay.GameFrameworkComponent
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class UGameFrameworkComponent : public UActorComponent
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{
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public:
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static class UClass* StaticClass();
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static class UGameFrameworkComponent* GetDefaultObj();
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};
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// 0x0 (0xA0 - 0xA0)
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// Class ModularGameplay.ControllerComponent
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class UControllerComponent : public UGameFrameworkComponent
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{
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public:
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static class UClass* StaticClass();
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static class UControllerComponent* GetDefaultObj();
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};
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// 0x208 (0x238 - 0x30)
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// Class ModularGameplay.GameFrameworkComponentManager
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class UGameFrameworkComponentManager : public UGameInstanceSubsystem
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{
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public:
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uint8 Pad_253[0x208]; // Fixing Size Of Struct [ Dumper-7 ]
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static class UClass* StaticClass();
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static class UGameFrameworkComponentManager* GetDefaultObj();
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bool UnregisterClassInitStateDelegate(TSoftClassPtr<class AActor> ActorClass, FDelegateProperty_ DelegateToRemove);
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bool UnregisterActorInitStateDelegate(class AActor* Actor, FDelegateProperty_ DelegateToRemove);
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void SendExtensionEvent(class AActor* Receiver, class FName EventName, bool bOnlyInGameWorlds);
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void RemoveReceiver(class AActor* Receiver);
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bool RegisterAndCallForClassInitState(TSoftClassPtr<class AActor> ActorClass, class FName FeatureName, const struct FGameplayTag& RequiredState, FDelegateProperty_ Delegate, bool bCallImmediately);
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bool RegisterAndCallForActorInitState(class AActor* Actor, class FName FeatureName, const struct FGameplayTag& RequiredState, FDelegateProperty_ Delegate, bool bCallImmediately);
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void AddReceiver(class AActor* Receiver, bool bAddOnlyInGameWorlds);
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};
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// 0x0 (0x28 - 0x28)
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// Class ModularGameplay.GameFrameworkInitStateInterface
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class IGameFrameworkInitStateInterface : public IInterface
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{
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public:
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static class UClass* StaticClass();
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static class IGameFrameworkInitStateInterface* GetDefaultObj();
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bool UnregisterInitStateDelegate(FDelegateProperty_ Delegate);
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bool RegisterAndCallForInitStateChange(const struct FGameplayTag& RequiredState, FDelegateProperty_ Delegate, bool bCallImmediately);
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bool HasReachedInitState(const struct FGameplayTag& DesiredState);
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struct FGameplayTag GetInitState();
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class FName GetFeatureName();
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};
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// 0x0 (0xA0 - 0xA0)
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// Class ModularGameplay.GameStateComponent
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class UGameStateComponent : public UGameFrameworkComponent
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{
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public:
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static class UClass* StaticClass();
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static class UGameStateComponent* GetDefaultObj();
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};
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// 0x0 (0xA0 - 0xA0)
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// Class ModularGameplay.PawnComponent
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class UPawnComponent : public UGameFrameworkComponent
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{
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public:
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static class UClass* StaticClass();
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static class UPawnComponent* GetDefaultObj();
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};
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// 0x0 (0xA0 - 0xA0)
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// Class ModularGameplay.PlayerStateComponent
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class UPlayerStateComponent : public UGameFrameworkComponent
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{
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public:
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static class UClass* StaticClass();
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static class UPlayerStateComponent* GetDefaultObj();
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};
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}
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