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

72 lines
2.7 KiB
C++

#pragma once
// Dumped with Dumper-7!
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// FUNCTIONS
//---------------------------------------------------------------------------------------------------------------------
// BlueprintGeneratedClass BP_AINPC_CombatGunState_FireMove_Shotgun.BP_AINPC_CombatGunState_FireMove_Shotgun_C
// (None)
class UClass* UBP_AINPC_CombatGunState_FireMove_Shotgun_C::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("BP_AINPC_CombatGunState_FireMove_Shotgun_C");
return Clss;
}
// BP_AINPC_CombatGunState_FireMove_Shotgun_C BP_AINPC_CombatGunState_FireMove_Shotgun.Default__BP_AINPC_CombatGunState_FireMove_Shotgun_C
// (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted)
class UBP_AINPC_CombatGunState_FireMove_Shotgun_C* UBP_AINPC_CombatGunState_FireMove_Shotgun_C::GetDefaultObj()
{
static class UBP_AINPC_CombatGunState_FireMove_Shotgun_C* Default = nullptr;
if (!Default)
Default = static_cast<UBP_AINPC_CombatGunState_FireMove_Shotgun_C*>(UBP_AINPC_CombatGunState_FireMove_Shotgun_C::StaticClass()->DefaultObject);
return Default;
}
// Function BP_AINPC_CombatGunState_FireMove_Shotgun.BP_AINPC_CombatGunState_FireMove_Shotgun_C.MoveDIrectionWorldSpace
// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// struct FVector Direction (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APalCharacter* CallFunc_GetSelfActor_SelfActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// struct FVector CallFunc_GetActorForwardVector_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AINPC_CombatGunState_FireMove_Shotgun_C::MoveDIrectionWorldSpace(struct FVector* Direction, class APalCharacter* CallFunc_GetSelfActor_SelfActor, const struct FVector& CallFunc_GetActorForwardVector_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AINPC_CombatGunState_FireMove_Shotgun_C", "MoveDIrectionWorldSpace");
Params::UBP_AINPC_CombatGunState_FireMove_Shotgun_C_MoveDIrectionWorldSpace_Params Parms{};
Parms.CallFunc_GetSelfActor_SelfActor = CallFunc_GetSelfActor_SelfActor;
Parms.CallFunc_GetActorForwardVector_ReturnValue = CallFunc_GetActorForwardVector_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
if (Direction != nullptr)
*Direction = std::move(Parms.Direction);
}
}