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https://github.com/swordbluesword/PalWorld-NetCrack.git
synced 2025-04-29 02:47:17 +09:00
33 lines
2.3 KiB
C++
33 lines
2.3 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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// 0x10 (0x41 - 0x31)
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// BlueprintGeneratedClass BP_AINPC_Combat_CommonState_MoveToTarget.BP_AINPC_Combat_CommonState_MoveToTarget_C
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class UBP_AINPC_Combat_CommonState_MoveToTarget_C : public UBP_AINPC_CombatState_Base_C
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{
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public:
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uint8 Pad_303E[0x7]; // Fixing Size After Last Property [ Dumper-7 ]
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struct FPointerToUberGraphFrame UberGraphFrame; // 0x38(0x8)(ZeroConstructor, Transient, DuplicateTransient)
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enum class EPalCharacterMovementCustomMode Sprint; // 0x40(0x1)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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static class UClass* StaticClass();
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static class UBP_AINPC_Combat_CommonState_MoveToTarget_C* GetDefaultObj();
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void StateEnter();
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void StateTick(float DeltaTime);
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void StateExit();
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void ExecuteUbergraph_BP_AINPC_Combat_CommonState_MoveToTarget(int32 EntryPoint, float K2Node_Event_DeltaTime, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat, bool CallFunc_MoveToTarget_IsNearTarget, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_1, class UPalCharacterMovementComponent* CallFunc_GetMovementComponentRef_Movement, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_2, class UPalCharacterMovementComponent* CallFunc_GetMovementComponentRef_Movement_1, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_3, class UPalCharacterMovementComponent* CallFunc_GetMovementComponentRef_Movement_2, bool CallFunc_IsMovingOnGround_ReturnValue, bool CallFunc_NotEqual_ByteByte_ReturnValue, class UBP_AIAction_NPC_CombatBase_C* CallFunc_GetCombatAIActionRef_BPAIActionNPCCombat_4, bool CallFunc_BooleanAND_ReturnValue, class UPalCharacterMovementComponent* CallFunc_GetMovementComponentRef_Movement_3);
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};
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}
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