mirror of
https://github.com/swordbluesword/PalWorld-NetCrack.git
synced 2025-04-29 02:47:17 +09:00
56 lines
12 KiB
C++
56 lines
12 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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// 0x28 (0x158 - 0x130)
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// BlueprintGeneratedClass BP_AIAction_CanCombatBase.BP_AIAction_CanCombatBase_C
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class UBP_AIAction_CanCombatBase_C : public UPalAIActionBase
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{
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public:
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struct FPointerToUberGraphFrame UberGraphFrame; // 0x130(0x8)(ZeroConstructor, Transient, DuplicateTransient)
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class UPalDamageReactionComponent* DamageReaction; // 0x138(0x8)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, InstancedReference, NoDestructor, HasGetValueTypeHash)
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enum class EPalAIResponseType CurrentBehavior; // 0x140(0x1)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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bool NextCombatModeChange; // 0x141(0x1)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash)
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uint8 Pad_2FEE[0x6]; // Fixing Size After Last Property [ Dumper-7 ]
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class UClass* TempEncountClass; // 0x148(0x8)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, AdvancedDisplay, HasGetValueTypeHash)
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class UPalAISensorComponent* TSCache_AISensorComponent; // 0x150(0x8)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, InstancedReference, NoDestructor, HasGetValueTypeHash)
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static class UClass* StaticClass();
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static class UBP_AIAction_CanCombatBase_C* GetDefaultObj();
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void SelfMoveToLocation(const struct FVector& Goal, class APalAIController* CallFunc_GetPalAIController_ReturnValue, enum class EPathFollowingRequestResult CallFunc_MoveToLocation_ReturnValue);
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void IsLeader(bool* Leader, class AController* CallFunc_GetController_ReturnValue, class APalAIController* K2Node_DynamicCast_AsPal_AIController, bool K2Node_DynamicCast_bSuccess, bool CallFunc_IsLeader_ReturnValue);
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void OnSquadMemberDeadEvent(const struct FPalDeadInfo& DeadInbfo, const TArray<class APalCharacter*>& KillerList, class AActor* TempKiller, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue, class AController* CallFunc_GetController_ReturnValue, class APawn* CallFunc_K2_GetPawn_ReturnValue, bool CallFunc_EqualEqual_ObjectObject_ReturnValue, class AController* CallFunc_GetController_ReturnValue_1, class APalCharacter* K2Node_DynamicCast_AsPal_Character, bool K2Node_DynamicCast_bSuccess, class APawn* CallFunc_K2_GetPawn_ReturnValue_1, int32 CallFunc_Array_Add_ReturnValue, class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue, class AController* CallFunc_GetController_ReturnValue_2, class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue, class APalAIController* CallFunc_GetPalAIController_ReturnValue, class APalCharacter* CallFunc_SelectResponseBySenses_OutTargetCharacter, enum class EPalAIResponseType CallFunc_SelectResponseBySenses_ReturnValue, class UPalAIBlackboardBase* CallFunc_GetMyPalBlackboard_ReturnValue, bool K2Node_SwitchEnum_CmpSuccess, class UBP_PalAIBlackboard_Common_C* K2Node_DynamicCast_AsBP_Pal_AIBlackboard_Common, bool K2Node_DynamicCast_bSuccess_1, class AController* CallFunc_GetController_ReturnValue_3, class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue_1, bool CallFunc_IsInSightKillerAndDeadBody_ReturnValue);
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void StartFriendlyLookatMode(class AActor* TargetActor, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue);
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void GetLeaderPalBrackBoard(class UBP_PalAIBlackboard_Common_C** BB, class APalAIController* CallFunc_GetPalAIController_ReturnValue, class UPalAIBlackboardBase* CallFunc_GetLeaderPalBlackboard_ReturnValue, class UBP_PalAIBlackboard_Common_C* K2Node_DynamicCast_AsBP_Pal_AIBlackboard_Common, bool K2Node_DynamicCast_bSuccess);
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void Fun_Damage_AIResponse(const struct FPalDamageResult& DamageResult, class APalCharacter* TempTargetActor, const TArray<class APalCharacter*>& AttackerList, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue_1, class APalCharacter* K2Node_DynamicCast_AsPal_Character, bool K2Node_DynamicCast_bSuccess, class UPalCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue, class AController* CallFunc_GetController_ReturnValue, bool CallFunc_IsValid_ReturnValue_2, class APawn* CallFunc_K2_GetPawn_ReturnValue, int32 CallFunc_Array_Add_ReturnValue, class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue, int32 CallFunc_Array_Add_ReturnValue_1, class AController* CallFunc_GetController_ReturnValue_1, class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue_1, class APalCharacter* CallFunc_SelectResponseBySenses_OutTargetCharacter, enum class EPalAIResponseType CallFunc_SelectResponseBySenses_ReturnValue, bool K2Node_SwitchEnum_CmpSuccess);
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void SearchDeadEdibleBody(bool* ChangeNextAction, class AActor* TempTarget, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue, class AController* CallFunc_GetController_ReturnValue, class AController* CallFunc_GetController_ReturnValue_1, class APawn* CallFunc_K2_GetPawn_ReturnValue, class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue, class UPalCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue_1, TArray<class APalCharacter*>& CallFunc_SightCheckAllEdibleDeadNPC_InSightCharacters, class APalCharacter* CallFunc_Array_Get_Item, int32 CallFunc_Array_Length_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue);
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void SightCheckAndResponse(enum class EPalAIResponseType Current, bool OverrideIsDamage, bool* ChangeNextAction, const TArray<class APalCharacter*>& TempTargetList, class AActor* TempTarget, class AActor* CallFunc_SightCheck_Target, enum class EPalAIResponseType CallFunc_SightCheck_ResponseType, bool CallFunc_SightResponse_ChangeNextAction);
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void SightResponse(class AActor* Target, enum class EPalAIResponseType ResponseType, bool* ChangeNextAction, bool K2Node_SwitchEnum_CmpSuccess);
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void SightCheck(enum class EPalAIResponseType CurrentState, bool OverrideIsDamage, class AActor** Target, enum class EPalAIResponseType* ResponseType, const TArray<class APalCharacter*>& TempTargetList, TArray<class APalCharacter*>& CallFunc_SightCheckAllPlayer_InSightPlayers, TArray<class APalCharacter*>& CallFunc_SightCheckAllAliveNPC_InSightCharacters, class APalCharacter* CallFunc_SelectResponseBySenses_OutTargetCharacter, enum class EPalAIResponseType CallFunc_SelectResponseBySenses_ReturnValue, class UPalCheatManager* CallFunc_GetPalCheatManager_ReturnValue, bool CallFunc_IsDisableEnemyEyeSight_ReturnValue, bool CallFunc_IsValid_ReturnValue);
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void GetLeader(class APalCharacter** Leader, class APalAIController* CallFunc_GetPalAIController_ReturnValue, class APalCharacter* CallFunc_GetSquadLeader_ReturnValue, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue_1);
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void GetSelfPalBlackBoard(class UBP_PalAIBlackboard_Common_C** PalBlackBoard, class APalAIController* CallFunc_GetPalAIController_ReturnValue, class UPalAIBlackboardBase* CallFunc_GetMyPalBlackboard_ReturnValue, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue_1, class UBP_PalAIBlackboard_Common_C* K2Node_DynamicCast_AsBP_Pal_AIBlackboard_Common, bool K2Node_DynamicCast_bSuccess);
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void SoundEvent(const struct FVector& EmitLocation);
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void DamageEventToCombatMode(const struct FPalDamageResult& DamageResult, class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue, class AController* CallFunc_GetController_ReturnValue, class APawn* CallFunc_K2_GetPawn_ReturnValue, bool CallFunc_TargetIsPlayerOrPlayersOtomoPal_ReturnValue, bool CallFunc_Greater_IntInt_ReturnValue, class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue_1);
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void StartEscapeMode(class AActor* TargetActor, class AController* CallFunc_GetController_ReturnValue, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue);
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void StartWarningMode(const struct FVector& AttentionLocation, class AController* CallFunc_GetController_ReturnValue, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue);
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void StartCombatMode(class AActor* TargetActor, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue, class APalCharacter* K2Node_DynamicCast_AsPal_Character, bool K2Node_DynamicCast_bSuccess, class AController* CallFunc_GetController_ReturnValue, class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue, class APalAIController* K2Node_DynamicCast_AsPal_AIController, bool K2Node_DynamicCast_bSuccess_1, bool CallFunc_TargetIsPlayerOrPlayersOtomoPal_ReturnValue, class AController* CallFunc_GetController_ReturnValue_1, class AController* CallFunc_GetController_ReturnValue_2, class APalAIController* K2Node_DynamicCast_AsPal_AIController_1, bool K2Node_DynamicCast_bSuccess_2, class AController* CallFunc_GetController_ReturnValue_3, class APawn* CallFunc_K2_GetPawn_ReturnValue, class UPalStaticCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue);
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void ActionResume(class APawn* ControlledPawn);
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void ActionStart(class APawn* ControlledPawn);
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void ActionPause(class APawn* ControlledPawn);
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void ActionFinished(class APawn* ControlledPawn, enum class EPawnActionResult WithResult);
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void ActionAbort(class APawn* ControlledPawn);
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void ExecuteUbergraph_BP_AIAction_CanCombatBase(int32 EntryPoint, class APawn* K2Node_Event_ControlledPawn, class APawn* K2Node_Event_ControlledPawn_3, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate, class APawn* K2Node_Event_ControlledPawn_2, class APawn* K2Node_Event_ControlledPawn_1, enum class EPawnActionResult K2Node_Event_WithResult, class AController* CallFunc_GetController_ReturnValue, class AController* CallFunc_GetController_ReturnValue_1, class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue, class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue_1, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_1, class APawn* K2Node_Event_ControlledPawn_4, class AController* CallFunc_GetController_ReturnValue_2, class APawn* CallFunc_K2_GetPawn_ReturnValue, class AController* CallFunc_GetController_ReturnValue_3, class UPalCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue_2, class APalAIController* K2Node_DynamicCast_AsPal_AIController, bool K2Node_DynamicCast_bSuccess, bool CallFunc_GetIsSquadBehaviour_ReturnValue, class UPalSquad* CallFunc_GetSquad_ReturnValue, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate_2, class AController* CallFunc_GetController_ReturnValue_4, class APalAIController* K2Node_DynamicCast_AsPal_AIController_1, bool K2Node_DynamicCast_bSuccess_1, class AController* CallFunc_GetController_ReturnValue_5, bool CallFunc_GetIsSquadBehaviour_ReturnValue_1, class APawn* CallFunc_K2_GetPawn_ReturnValue_1, class UPalSquad* CallFunc_GetSquad_ReturnValue_1, class UPalDamageReactionComponent* CallFunc_GetComponentByClass_ReturnValue_3, bool CallFunc_IsValid_ReturnValue, bool CallFunc_BooleanAND_ReturnValue, bool CallFunc_IsValid_ReturnValue_1, class AController* CallFunc_GetController_ReturnValue_6, class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue_4);
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};
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}
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