PalWorld-NetCrack/SDK/BP_AINPC_CombatGunState_FireMove_FlameThrower_functions.cpp
2024-01-22 14:43:11 +08:00

112 lines
4.6 KiB
C++

#pragma once
// Dumped with Dumper-7!
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// FUNCTIONS
//---------------------------------------------------------------------------------------------------------------------
// BlueprintGeneratedClass BP_AINPC_CombatGunState_FireMove_FlameThrower.BP_AINPC_CombatGunState_FireMove_FlameThrower_C
// (None)
class UClass* UBP_AINPC_CombatGunState_FireMove_FlameThrower_C::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("BP_AINPC_CombatGunState_FireMove_FlameThrower_C");
return Clss;
}
// BP_AINPC_CombatGunState_FireMove_FlameThrower_C BP_AINPC_CombatGunState_FireMove_FlameThrower.Default__BP_AINPC_CombatGunState_FireMove_FlameThrower_C
// (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted)
class UBP_AINPC_CombatGunState_FireMove_FlameThrower_C* UBP_AINPC_CombatGunState_FireMove_FlameThrower_C::GetDefaultObj()
{
static class UBP_AINPC_CombatGunState_FireMove_FlameThrower_C* Default = nullptr;
if (!Default)
Default = static_cast<UBP_AINPC_CombatGunState_FireMove_FlameThrower_C*>(UBP_AINPC_CombatGunState_FireMove_FlameThrower_C::StaticClass()->DefaultObject);
return Default;
}
// Function BP_AINPC_CombatGunState_FireMove_FlameThrower.BP_AINPC_CombatGunState_FireMove_FlameThrower_C.StateEnter
// (Event, Public, BlueprintEvent)
// Parameters:
void UBP_AINPC_CombatGunState_FireMove_FlameThrower_C::StateEnter()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AINPC_CombatGunState_FireMove_FlameThrower_C", "StateEnter");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_AINPC_CombatGunState_FireMove_FlameThrower.BP_AINPC_CombatGunState_FireMove_FlameThrower_C.StateExit
// (Event, Public, BlueprintEvent)
// Parameters:
void UBP_AINPC_CombatGunState_FireMove_FlameThrower_C::StateExit()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AINPC_CombatGunState_FireMove_FlameThrower_C", "StateExit");
UObject::ProcessEvent(Func, nullptr);
}
// Function BP_AINPC_CombatGunState_FireMove_FlameThrower.BP_AINPC_CombatGunState_FireMove_FlameThrower_C.ExecuteUbergraph_BP_AINPC_CombatGunState_FireMove_FlameThrower
// (Final, UbergraphFunction)
// Parameters:
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPalNPCAIWeaponHandle* CallFunc_GetWeaponHandle_WeaponHandle_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// float CallFunc_GetRandomMoveTimeMin_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AINPC_CombatGunState_FireMove_FlameThrower_C", "ExecuteUbergraph_BP_AINPC_CombatGunState_FireMove_FlameThrower");
Params::UBP_AINPC_CombatGunState_FireMove_FlameThrower_C_ExecuteUbergraph_BP_AINPC_CombatGunState_FireMove_FlameThrower_Params Parms{};
Parms.EntryPoint = EntryPoint;
Parms.CallFunc_GetControllerRef_NPCAICon = CallFunc_GetControllerRef_NPCAICon;
Parms.CallFunc_GetWeaponHandle_WeaponHandle = CallFunc_GetWeaponHandle_WeaponHandle;
Parms.CallFunc_GetControllerRef_NPCAICon_1 = CallFunc_GetControllerRef_NPCAICon_1;
Parms.CallFunc_GetWeaponHandle_WeaponHandle_1 = CallFunc_GetWeaponHandle_WeaponHandle_1;
Parms.CallFunc_GetRandomMoveTimeMin_ReturnValue = CallFunc_GetRandomMoveTimeMin_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
}
}