mirror of
https://github.com/swordbluesword/PalWorld-NetCrack.git
synced 2025-04-29 02:47:17 +09:00
38 lines
3.7 KiB
C++
38 lines
3.7 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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// 0x13 (0x16B - 0x158)
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// BlueprintGeneratedClass BP_AIAction_TurnAndEscape.BP_AIAction_TurnAndEscape_C
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class UBP_AIAction_TurnAndEscape_C : public UBP_AIAction_CanCombatBase_C
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{
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public:
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struct FPointerToUberGraphFrame UberGraphFrame; // 0x158(0x8)(ZeroConstructor, Transient, DuplicateTransient)
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class AActor* TargetAct; // 0x160(0x8)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
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bool Turning; // 0x168(0x1)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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bool CancelAble; // 0x169(0x1)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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bool IsStopByDelay; // 0x16A(0x1)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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static class UClass* StaticClass();
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static class UBP_AIAction_TurnAndEscape_C* GetDefaultObj();
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void OnSquadMemberDeadEvent(const struct FPalDeadInfo& DeadInbfo);
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void SoundEvent(const struct FVector& EmitLocation);
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void Setup(class AActor* TargetActor, bool CallFunc_IsValid_ReturnValue);
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void ActionTick(class APawn* ControlledPawn, float DeltaSeconds);
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void ActionStart(class APawn* ControlledPawn);
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void ActionResume(class APawn* ControlledPawn);
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void ExecuteUbergraph_BP_AIAction_TurnAndEscape(int32 EntryPoint, class AController* CallFunc_GetController_ReturnValue, class APawn* CallFunc_K2_GetPawn_ReturnValue, class AController* CallFunc_GetController_ReturnValue_1, class APawn* CallFunc_K2_GetPawn_ReturnValue_1, bool CallFunc_IsValid_ReturnValue, class APawn* K2Node_Event_ControlledPawn_2, float K2Node_Event_DeltaSeconds, class UPalCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue, bool CallFunc_InFanShap_ReturnValue, class APawn* K2Node_Event_ControlledPawn_1, class AController* CallFunc_GetController_ReturnValue_2, class APawn* CallFunc_K2_GetPawn_ReturnValue_2, class AController* CallFunc_GetController_ReturnValue_3, class UPalActionComponent* CallFunc_GetComponentByClass_ReturnValue_1, class UPalActionBase* CallFunc_PlayAction_ReturnValue, class AController* CallFunc_GetController_ReturnValue_4, class APawn* CallFunc_K2_GetPawn_ReturnValue_3, class UCharacterMovementComponent* CallFunc_GetComponentByClass_ReturnValue_2, class AController* CallFunc_GetController_ReturnValue_5, class APawn* CallFunc_K2_GetPawn_ReturnValue_4, class UPalActionComponent* CallFunc_GetComponentByClass_ReturnValue_3, bool CallFunc_ActionIsEmpty_ReturnValue, double CallFunc_BreakVector_X, double CallFunc_BreakVector_Y, double CallFunc_BreakVector_Z, class AController* CallFunc_GetController_ReturnValue_6, class APawn* CallFunc_K2_GetPawn_ReturnValue_5, class UPalActionComponent* CallFunc_GetComponentByClass_ReturnValue_4, bool CallFunc_ActionIsEmpty_ReturnValue_1, const struct FPalAIActionDynamicParameter& K2Node_MakeStruct_PalAIActionDynamicParameter, class UPalAIActionBase* CallFunc_SetAIActionClassParameter_ReturnValue, class APawn* K2Node_Event_ControlledPawn, float CallFunc_Delay_Duration_ImplicitCast);
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};
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}
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