mirror of
https://github.com/swordbluesword/PalWorld-NetCrack.git
synced 2025-04-29 02:47:17 +09:00
112 lines
4.6 KiB
C++
112 lines
4.6 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_AINPC_CombatGunState_FireMove_FlameThrower.BP_AINPC_CombatGunState_FireMove_FlameThrower_C
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// (None)
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class UClass* UBP_AINPC_CombatGunState_FireMove_FlameThrower_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_AINPC_CombatGunState_FireMove_FlameThrower_C");
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return Clss;
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}
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// BP_AINPC_CombatGunState_FireMove_FlameThrower_C BP_AINPC_CombatGunState_FireMove_FlameThrower.Default__BP_AINPC_CombatGunState_FireMove_FlameThrower_C
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// (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted)
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class UBP_AINPC_CombatGunState_FireMove_FlameThrower_C* UBP_AINPC_CombatGunState_FireMove_FlameThrower_C::GetDefaultObj()
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{
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static class UBP_AINPC_CombatGunState_FireMove_FlameThrower_C* Default = nullptr;
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if (!Default)
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Default = static_cast<UBP_AINPC_CombatGunState_FireMove_FlameThrower_C*>(UBP_AINPC_CombatGunState_FireMove_FlameThrower_C::StaticClass()->DefaultObject);
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return Default;
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}
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// Function BP_AINPC_CombatGunState_FireMove_FlameThrower.BP_AINPC_CombatGunState_FireMove_FlameThrower_C.StateEnter
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// (Event, Public, BlueprintEvent)
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// Parameters:
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void UBP_AINPC_CombatGunState_FireMove_FlameThrower_C::StateEnter()
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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_AINPC_CombatGunState_FireMove_FlameThrower_C", "StateEnter");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function BP_AINPC_CombatGunState_FireMove_FlameThrower.BP_AINPC_CombatGunState_FireMove_FlameThrower_C.StateExit
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// (Event, Public, BlueprintEvent)
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// Parameters:
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void UBP_AINPC_CombatGunState_FireMove_FlameThrower_C::StateExit()
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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_AINPC_CombatGunState_FireMove_FlameThrower_C", "StateExit");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function BP_AINPC_CombatGunState_FireMove_FlameThrower.BP_AINPC_CombatGunState_FireMove_FlameThrower_C.ExecuteUbergraph_BP_AINPC_CombatGunState_FireMove_FlameThrower
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// (Final, UbergraphFunction)
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// Parameters:
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// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// float CallFunc_GetRandomMoveTimeMin_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UBP_AINPC_CombatGunState_FireMove_FlameThrower_C::ExecuteUbergraph_BP_AINPC_CombatGunState_FireMove_FlameThrower(int32 EntryPoint, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_1, class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle_1, float CallFunc_GetRandomMoveTimeMin_ReturnValue)
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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_AINPC_CombatGunState_FireMove_FlameThrower_C", "ExecuteUbergraph_BP_AINPC_CombatGunState_FireMove_FlameThrower");
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Params::UBP_AINPC_CombatGunState_FireMove_FlameThrower_C_ExecuteUbergraph_BP_AINPC_CombatGunState_FireMove_FlameThrower_Params Parms{};
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Parms.EntryPoint = EntryPoint;
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Parms.CallFunc_GetControllerRef_NPCAICon = CallFunc_GetControllerRef_NPCAICon;
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Parms.CallFunc_GetWeaponHandle_WeaponHandle = CallFunc_GetWeaponHandle_WeaponHandle;
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Parms.CallFunc_GetControllerRef_NPCAICon_1 = CallFunc_GetControllerRef_NPCAICon_1;
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Parms.CallFunc_GetWeaponHandle_WeaponHandle_1 = CallFunc_GetWeaponHandle_WeaponHandle_1;
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Parms.CallFunc_GetRandomMoveTimeMin_ReturnValue = CallFunc_GetRandomMoveTimeMin_ReturnValue;
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UObject::ProcessEvent(Func, &Parms);
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}
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}
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