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

267 lines
13 KiB
C++

#pragma once
// Dumped with Dumper-7!
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// FUNCTIONS
//---------------------------------------------------------------------------------------------------------------------
// BlueprintGeneratedClass BP_AINPC_CombatState_Base.BP_AINPC_CombatState_Base_C
// (None)
class UClass* UBP_AINPC_CombatState_Base_C::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("BP_AINPC_CombatState_Base_C");
return Clss;
}
// BP_AINPC_CombatState_Base_C BP_AINPC_CombatState_Base.Default__BP_AINPC_CombatState_Base_C
// (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted)
class UBP_AINPC_CombatState_Base_C* UBP_AINPC_CombatState_Base_C::GetDefaultObj()
{
static class UBP_AINPC_CombatState_Base_C* Default = nullptr;
if (!Default)
Default = static_cast<UBP_AINPC_CombatState_Base_C*>(UBP_AINPC_CombatState_Base_C::StaticClass()->DefaultObject);
return Default;
}
// Function BP_AINPC_CombatState_Base.BP_AINPC_CombatState_Base_C.IsEndSelfState
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool IsEnd (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AINPC_CombatState_Base_C::IsEndSelfState(bool* IsEnd)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AINPC_CombatState_Base_C", "IsEndSelfState");
Params::UBP_AINPC_CombatState_Base_C_IsEndSelfState_Params Parms{};
UObject::ProcessEvent(Func, &Parms);
if (IsEnd != nullptr)
*IsEnd = Parms.IsEnd;
}
// Function BP_AINPC_CombatState_Base.BP_AINPC_CombatState_Base_C.ShootAbleSlefForwardDot
// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool ShootAble (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APalCharacter* CallFunc_GetSelfActor_SelfActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class AActor* CallFunc_GetTargetActor_TargetActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_InFanShapAimTarget_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APalCharacter* CallFunc_GetSelfActor_SelfActor_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor* CallFunc_GetTargetActor_TargetActor_1 (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsValid_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AINPC_CombatState_Base_C::ShootAbleSlefForwardDot(bool* ShootAble, class APalCharacter* CallFunc_GetSelfActor_SelfActor, class AActor* CallFunc_GetTargetActor_TargetActor, bool CallFunc_InFanShapAimTarget_ReturnValue, class APalCharacter* CallFunc_GetSelfActor_SelfActor_1, bool CallFunc_IsValid_ReturnValue, class AActor* CallFunc_GetTargetActor_TargetActor_1, bool CallFunc_IsValid_ReturnValue_1)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AINPC_CombatState_Base_C", "ShootAbleSlefForwardDot");
Params::UBP_AINPC_CombatState_Base_C_ShootAbleSlefForwardDot_Params Parms{};
Parms.CallFunc_GetSelfActor_SelfActor = CallFunc_GetSelfActor_SelfActor;
Parms.CallFunc_GetTargetActor_TargetActor = CallFunc_GetTargetActor_TargetActor;
Parms.CallFunc_InFanShapAimTarget_ReturnValue = CallFunc_InFanShapAimTarget_ReturnValue;
Parms.CallFunc_GetSelfActor_SelfActor_1 = CallFunc_GetSelfActor_SelfActor_1;
Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue;
Parms.CallFunc_GetTargetActor_TargetActor_1 = CallFunc_GetTargetActor_TargetActor_1;
Parms.CallFunc_IsValid_ReturnValue_1 = CallFunc_IsValid_ReturnValue_1;
UObject::ProcessEvent(Func, &Parms);
if (ShootAble != nullptr)
*ShootAble = Parms.ShootAble;
}
// Function BP_AINPC_CombatState_Base.BP_AINPC_CombatState_Base_C.AttackAblePlayerCamera
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool AttackAble (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APalCharacter* CallFunc_GetSelfActor_SelfActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class AActor* CallFunc_GetTargetActor_TargetActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsAIAttackAbleByPlayerCamera_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AINPC_CombatState_Base_C::AttackAblePlayerCamera(bool* AttackAble, class APalCharacter* CallFunc_GetSelfActor_SelfActor, class AActor* CallFunc_GetTargetActor_TargetActor, bool CallFunc_IsAIAttackAbleByPlayerCamera_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AINPC_CombatState_Base_C", "AttackAblePlayerCamera");
Params::UBP_AINPC_CombatState_Base_C_AttackAblePlayerCamera_Params Parms{};
Parms.CallFunc_GetSelfActor_SelfActor = CallFunc_GetSelfActor_SelfActor;
Parms.CallFunc_GetTargetActor_TargetActor = CallFunc_GetTargetActor_TargetActor;
Parms.CallFunc_IsAIAttackAbleByPlayerCamera_ReturnValue = CallFunc_IsAIAttackAbleByPlayerCamera_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
if (AttackAble != nullptr)
*AttackAble = Parms.AttackAble;
}
// Function BP_AINPC_CombatState_Base.BP_AINPC_CombatState_Base_C.GetControllerRef
// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class ABP_NPCAIController_C* NPCAICon (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UBP_AIAction_NPC_CombatBase_C*CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat (ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash)
// class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UBP_AINPC_CombatState_Base_C::GetControllerRef(class ABP_NPCAIController_C** NPCAICon, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat, class ABP_NPCAIController_C* CallFunc_GetControllerRef_NPCAICon)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AINPC_CombatState_Base_C", "GetControllerRef");
Params::UBP_AINPC_CombatState_Base_C_GetControllerRef_Params Parms{};
Parms.CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat = CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat;
Parms.CallFunc_GetControllerRef_NPCAICon = CallFunc_GetControllerRef_NPCAICon;
UObject::ProcessEvent(Func, &Parms);
if (NPCAICon != nullptr)
*NPCAICon = Parms.NPCAICon;
}
// Function BP_AINPC_CombatState_Base.BP_AINPC_CombatState_Base_C.GetShooterComponent
// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class UPalShooterComponent* ShooterComp (Parm, OutParm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// class APalCharacter* CallFunc_GetSelfActor_SelfActor (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPalShooterComponent* CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
void UBP_AINPC_CombatState_Base_C::GetShooterComponent(class UPalShooterComponent** ShooterComp, class APalCharacter* CallFunc_GetSelfActor_SelfActor, class UPalShooterComponent* CallFunc_GetComponentByClass_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AINPC_CombatState_Base_C", "GetShooterComponent");
Params::UBP_AINPC_CombatState_Base_C_GetShooterComponent_Params Parms{};
Parms.CallFunc_GetSelfActor_SelfActor = CallFunc_GetSelfActor_SelfActor;
Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
if (ShooterComp != nullptr)
*ShooterComp = Parms.ShooterComp;
}
// Function BP_AINPC_CombatState_Base.BP_AINPC_CombatState_Base_C.GetSelfActor
// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class APalCharacter* SelfActor (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UBP_AIAction_NPC_CombatBase_C*CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat (ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash)
void UBP_AINPC_CombatState_Base_C::GetSelfActor(class APalCharacter** SelfActor, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AINPC_CombatState_Base_C", "GetSelfActor");
Params::UBP_AINPC_CombatState_Base_C_GetSelfActor_Params Parms{};
Parms.CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat = CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat;
UObject::ProcessEvent(Func, &Parms);
if (SelfActor != nullptr)
*SelfActor = Parms.SelfActor;
}
// Function BP_AINPC_CombatState_Base.BP_AINPC_CombatState_Base_C.GetTargetActor
// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class AActor* TargetActor (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UBP_AIAction_NPC_CombatBase_C*CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat (ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash)
void UBP_AINPC_CombatState_Base_C::GetTargetActor(class AActor** TargetActor, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AINPC_CombatState_Base_C", "GetTargetActor");
Params::UBP_AINPC_CombatState_Base_C_GetTargetActor_Params Parms{};
Parms.CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat = CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat;
UObject::ProcessEvent(Func, &Parms);
if (TargetActor != nullptr)
*TargetActor = Parms.TargetActor;
}
// Function BP_AINPC_CombatState_Base.BP_AINPC_CombatState_Base_C.GetCombatAIActionRef
// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class UBP_AIAction_NPC_CombatBase_C*BPAIActionNPCCombat (Parm, OutParm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash)
// class UObject* CallFunc_GetOuterObject_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UBP_AIAction_NPC_CombatBase_C*K2Node_DynamicCast_AsBP_AIAction_NPC_Combat_Base (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AINPC_CombatState_Base_C::GetCombatAIActionRef(class UBP_AIAction_NPC_CombatBase_C** BPAIActionNPCCombat, class UObject* CallFunc_GetOuterObject_ReturnValue, class UBP_AIAction_NPC_CombatBase_C* K2Node_DynamicCast_AsBP_AIAction_NPC_Combat_Base, bool K2Node_DynamicCast_bSuccess)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AINPC_CombatState_Base_C", "GetCombatAIActionRef");
Params::UBP_AINPC_CombatState_Base_C_GetCombatAIActionRef_Params Parms{};
Parms.CallFunc_GetOuterObject_ReturnValue = CallFunc_GetOuterObject_ReturnValue;
Parms.K2Node_DynamicCast_AsBP_AIAction_NPC_Combat_Base = K2Node_DynamicCast_AsBP_AIAction_NPC_Combat_Base;
Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess;
UObject::ProcessEvent(Func, &Parms);
if (BPAIActionNPCCombat != nullptr)
*BPAIActionNPCCombat = Parms.BPAIActionNPCCombat;
}
}