mirror of
https://github.com/swordbluesword/PalWorld-NetCrack.git
synced 2025-04-29 02:47:17 +09:00
93 lines
3.2 KiB
C++
93 lines
3.2 KiB
C++
#pragma once
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// Dumped with Dumper-7!
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#include "../SDK.hpp"
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namespace SDK
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{
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//---------------------------------------------------------------------------------------------------------------------
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// FUNCTIONS
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//---------------------------------------------------------------------------------------------------------------------
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// BlueprintGeneratedClass BP_AIAction_NPC_Relax_SalesPerson.BP_AIAction_NPC_Relax_SalesPerson_C
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// (None)
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class UClass* UBP_AIAction_NPC_Relax_SalesPerson_C::StaticClass()
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{
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static class UClass* Clss = nullptr;
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if (!Clss)
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Clss = UObject::FindClassFast("BP_AIAction_NPC_Relax_SalesPerson_C");
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return Clss;
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}
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// BP_AIAction_NPC_Relax_SalesPerson_C BP_AIAction_NPC_Relax_SalesPerson.Default__BP_AIAction_NPC_Relax_SalesPerson_C
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// (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted)
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class UBP_AIAction_NPC_Relax_SalesPerson_C* UBP_AIAction_NPC_Relax_SalesPerson_C::GetDefaultObj()
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{
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static class UBP_AIAction_NPC_Relax_SalesPerson_C* Default = nullptr;
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if (!Default)
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Default = static_cast<UBP_AIAction_NPC_Relax_SalesPerson_C*>(UBP_AIAction_NPC_Relax_SalesPerson_C::StaticClass()->DefaultObject);
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return Default;
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}
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// Function BP_AIAction_NPC_Relax_SalesPerson.BP_AIAction_NPC_Relax_SalesPerson_C.GetTransitionableJudgementType
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// (Event, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// TArray<enum class EPalAISightJudgementType>JudgeTypeList (Parm, OutParm)
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// TArray<enum class EPalAISightJudgementType>NewLocalVar_0 (Edit, BlueprintVisible)
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// TArray<enum class EPalAISightJudgementType>K2Node_MakeArray_Array (ReferenceParm)
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void UBP_AIAction_NPC_Relax_SalesPerson_C::GetTransitionableJudgementType(TArray<enum class EPalAISightJudgementType>* JudgeTypeList, const TArray<enum class EPalAISightJudgementType>& NewLocalVar_0, TArray<enum class EPalAISightJudgementType>& K2Node_MakeArray_Array)
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{
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static class UFunction* Func = nullptr;
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if (!Func)
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Func = Class->GetFunction("BP_AIAction_NPC_Relax_SalesPerson_C", "GetTransitionableJudgementType");
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Params::UBP_AIAction_NPC_Relax_SalesPerson_C_GetTransitionableJudgementType_Params Parms{};
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Parms.NewLocalVar_0 = NewLocalVar_0;
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Parms.K2Node_MakeArray_Array = K2Node_MakeArray_Array;
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UObject::ProcessEvent(Func, &Parms);
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if (JudgeTypeList != nullptr)
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*JudgeTypeList = std::move(Parms.JudgeTypeList);
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}
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// Function BP_AIAction_NPC_Relax_SalesPerson.BP_AIAction_NPC_Relax_SalesPerson_C.SoundEvent
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// (Protected, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// struct FVector EmitLocation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UBP_AIAction_NPC_Relax_SalesPerson_C::SoundEvent(const struct FVector& EmitLocation)
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{
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static class UFunction* Func = nullptr;
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if (!Func)
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Func = Class->GetFunction("BP_AIAction_NPC_Relax_SalesPerson_C", "SoundEvent");
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Params::UBP_AIAction_NPC_Relax_SalesPerson_C_SoundEvent_Params Parms{};
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Parms.EmitLocation = EmitLocation;
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UObject::ProcessEvent(Func, &Parms);
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}
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}
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