PalWorld-NetCrack/libs/SDKLibrary/SDK/ActorSequence_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

173 lines
3.4 KiB
C++

#pragma once
// Dumped with Dumper-7!
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// FUNCTIONS
//---------------------------------------------------------------------------------------------------------------------
// Class ActorSequence.ActorSequence
// (None)
class UClass* UActorSequence::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("ActorSequence");
return Clss;
}
// ActorSequence ActorSequence.Default__ActorSequence
// (Public, ClassDefaultObject, ArchetypeObject)
class UActorSequence* UActorSequence::GetDefaultObj()
{
static class UActorSequence* Default = nullptr;
if (!Default)
Default = static_cast<UActorSequence*>(UActorSequence::StaticClass()->DefaultObject);
return Default;
}
// Class ActorSequence.ActorSequenceComponent
// (None)
class UClass* UActorSequenceComponent::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("ActorSequenceComponent");
return Clss;
}
// ActorSequenceComponent ActorSequence.Default__ActorSequenceComponent
// (Public, ClassDefaultObject, ArchetypeObject)
class UActorSequenceComponent* UActorSequenceComponent::GetDefaultObj()
{
static class UActorSequenceComponent* Default = nullptr;
if (!Default)
Default = static_cast<UActorSequenceComponent*>(UActorSequenceComponent::StaticClass()->DefaultObject);
return Default;
}
// Function ActorSequence.ActorSequenceComponent.StopSequence
// (Final, Native, Public, BlueprintCallable)
// Parameters:
void UActorSequenceComponent::StopSequence()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ActorSequenceComponent", "StopSequence");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function ActorSequence.ActorSequenceComponent.PlaySequence
// (Final, Native, Public, BlueprintCallable)
// Parameters:
void UActorSequenceComponent::PlaySequence()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ActorSequenceComponent", "PlaySequence");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Function ActorSequence.ActorSequenceComponent.PauseSequence
// (Final, Native, Public, BlueprintCallable)
// Parameters:
void UActorSequenceComponent::PauseSequence()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("ActorSequenceComponent", "PauseSequence");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Class ActorSequence.ActorSequencePlayer
// (None)
class UClass* UActorSequencePlayer::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("ActorSequencePlayer");
return Clss;
}
// ActorSequencePlayer ActorSequence.Default__ActorSequencePlayer
// (Public, ClassDefaultObject, ArchetypeObject)
class UActorSequencePlayer* UActorSequencePlayer::GetDefaultObj()
{
static class UActorSequencePlayer* Default = nullptr;
if (!Default)
Default = static_cast<UActorSequencePlayer*>(UActorSequencePlayer::StaticClass()->DefaultObject);
return Default;
}
}