PalWorld-NetCrack/libs/SDKLibrary/SDK/BPI_ControllerDebugInterface_functions.cpp
NightFyre 9a743d2b16 toggle fullbright feature
- Adjusted SDK UGameViewportClient class members and padding
- Created helper function to get local player
- precompile headers for SDK
- SDK made into a static library ( single compile as its never changed )
2024-01-29 06:39:29 -05:00

66 lines
1.8 KiB
C++

#pragma once
// Dumped with Dumper-7!
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// FUNCTIONS
//---------------------------------------------------------------------------------------------------------------------
// BlueprintGeneratedClass BPI_ControllerDebugInterface.BPI_ControllerDebugInterface_C
// (None)
class UClass* IBPI_ControllerDebugInterface_C::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("BPI_ControllerDebugInterface_C");
return Clss;
}
// BPI_ControllerDebugInterface_C BPI_ControllerDebugInterface.Default__BPI_ControllerDebugInterface_C
// (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted)
class IBPI_ControllerDebugInterface_C* IBPI_ControllerDebugInterface_C::GetDefaultObj()
{
static class IBPI_ControllerDebugInterface_C* Default = nullptr;
if (!Default)
Default = static_cast<IBPI_ControllerDebugInterface_C*>(IBPI_ControllerDebugInterface_C::StaticClass()->DefaultObject);
return Default;
}
// Function BPI_ControllerDebugInterface.BPI_ControllerDebugInterface_C.DebugBattleStart
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* Player (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void IBPI_ControllerDebugInterface_C::DebugBattleStart(class AActor* Player)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BPI_ControllerDebugInterface_C", "DebugBattleStart");
Params::IBPI_ControllerDebugInterface_C_DebugBattleStart_Params Parms{};
Parms.Player = Player;
UObject::ProcessEvent(Func, &Parms);
}
}