PalWorld-NetCrack/libs/SDKLibrary/SDK/ABP_Player_Head_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

144 lines
5.2 KiB
C++

#pragma once
// Dumped with Dumper-7!
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// FUNCTIONS
//---------------------------------------------------------------------------------------------------------------------
// AnimBlueprintGeneratedClass ABP_Player_Head.ABP_Player_Head_C
// (None)
class UClass* UABP_Player_Head_C::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("ABP_Player_Head_C");
return Clss;
}
// ABP_Player_Head_C ABP_Player_Head.Default__ABP_Player_Head_C
// (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted)
class UABP_Player_Head_C* UABP_Player_Head_C::GetDefaultObj()
{
static class UABP_Player_Head_C* Default = nullptr;
if (!Default)
Default = static_cast<UABP_Player_Head_C*>(UABP_Player_Head_C::StaticClass()->DefaultObject);
return Default;
}
// Function ABP_Player_Head.ABP_Player_Head_C.EyeLocationFix
// (HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FPoseLink InPose (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// struct FPoseLink EyeLocationFix (Parm, OutParm, NoDestructor)
void UABP_Player_Head_C::EyeLocationFix(const struct FPoseLink& InPose, struct FPoseLink* EyeLocationFix)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ABP_Player_Head_C", "EyeLocationFix");
Params::UABP_Player_Head_C_EyeLocationFix_Params Parms{};
Parms.InPose = InPose;
UObject::ProcessEvent(Func, &Parms);
if (EyeLocationFix != nullptr)
*EyeLocationFix = std::move(Parms.EyeLocationFix);
}
// Function ABP_Player_Head.ABP_Player_Head_C.AnimGraph
// (HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FPoseLink AnimGraph (Parm, OutParm, NoDestructor)
void UABP_Player_Head_C::AnimGraph(struct FPoseLink* AnimGraph)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ABP_Player_Head_C", "AnimGraph");
Params::UABP_Player_Head_C_AnimGraph_Params Parms{};
UObject::ProcessEvent(Func, &Parms);
if (AnimGraph != nullptr)
*AnimGraph = std::move(Parms.AnimGraph);
}
// Function ABP_Player_Head.ABP_Player_Head_C.BlueprintBeginPlay
// (Event, Public, BlueprintEvent)
// Parameters:
void UABP_Player_Head_C::BlueprintBeginPlay()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ABP_Player_Head_C", "BlueprintBeginPlay");
UObject::ProcessEvent(Func, nullptr);
}
// Function ABP_Player_Head.ABP_Player_Head_C.ExecuteUbergraph_ABP_Player_Head
// (Final, UbergraphFunction)
// Parameters:
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsDedicatedServer_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* CallFunc_GetOuterObject_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class USkeletalMeshComponent* K2Node_DynamicCast_AsSkeletal_Mesh_Component (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class USkeletalMesh* CallFunc_GetSkeletalMeshAsset_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UABP_Player_Head_C::ExecuteUbergraph_ABP_Player_Head(int32 EntryPoint, bool CallFunc_IsDedicatedServer_ReturnValue, class UObject* CallFunc_GetOuterObject_ReturnValue, class USkeletalMeshComponent* K2Node_DynamicCast_AsSkeletal_Mesh_Component, bool K2Node_DynamicCast_bSuccess, bool CallFunc_IsValid_ReturnValue, class USkeletalMesh* CallFunc_GetSkeletalMeshAsset_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ABP_Player_Head_C", "ExecuteUbergraph_ABP_Player_Head");
Params::UABP_Player_Head_C_ExecuteUbergraph_ABP_Player_Head_Params Parms{};
Parms.EntryPoint = EntryPoint;
Parms.CallFunc_IsDedicatedServer_ReturnValue = CallFunc_IsDedicatedServer_ReturnValue;
Parms.CallFunc_GetOuterObject_ReturnValue = CallFunc_GetOuterObject_ReturnValue;
Parms.K2Node_DynamicCast_AsSkeletal_Mesh_Component = K2Node_DynamicCast_AsSkeletal_Mesh_Component;
Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess;
Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue;
Parms.CallFunc_GetSkeletalMeshAsset_ReturnValue = CallFunc_GetSkeletalMeshAsset_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
}
}