mirror of
https://github.com/swordbluesword/PalWorld-NetCrack.git
synced 2025-04-29 02:47:17 +09:00
37 lines
3.9 KiB
C++
37 lines
3.9 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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// 0x28 (0x190 - 0x168)
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// BlueprintGeneratedClass BP_ActionResuscitation.BP_ActionResuscitation_C
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class UBP_ActionResuscitation_C : public UBP_ActionSimpleMonoMontage_C
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{
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public:
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struct FPointerToUberGraphFrame UberGraphFrame; // 0x168(0x8)(ZeroConstructor, Transient, DuplicateTransient)
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double Timer; // 0x170(0x8)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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class FName FlagName; // 0x178(0x8)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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struct FTimerHandle CurrentTimer; // 0x180(0x8)(Edit, BlueprintVisible, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
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class UWBP_GameOver_Rescue_C* RescueWidget; // 0x188(0x8)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, InstancedReference, NoDestructor, HasGetValueTypeHash)
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static class UClass* StaticClass();
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static class UBP_ActionResuscitation_C* GetDefaultObj();
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void FlagControll(bool IsDisable, bool CallFunc_Not_PreBool_ReturnValue, float CallFunc_Conv_BoolToFloat_ReturnValue, class APalCharacter* CallFunc_GetActionCharacter_ReturnValue, class UPalCharacterMovementComponent* CallFunc_GetComponentByClass_ReturnValue, bool CallFunc_IsValid_ReturnValue);
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void TickAction(float DeltaTime);
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void OnBeginAction();
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void OnEndAction();
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void OnRescueUpdate();
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void ExecuteUbergraph_BP_ActionResuscitation(int32 EntryPoint, class AActor* CallFunc_GetActionTarget_ReturnValue, class APalCharacter* K2Node_DynamicCast_AsPal_Character, bool K2Node_DynamicCast_bSuccess, float K2Node_Event_DeltaTime, class UPalGameSetting* CallFunc_GetGameSetting_ReturnValue, double CallFunc_Subtract_DoubleDouble_ReturnValue, class AActor* CallFunc_GetActionTarget_ReturnValue_1, class AActor* CallFunc_GetActionTarget_ReturnValue_2, class UPalCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue, class UPalCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue_1, bool CallFunc_IsValid_ReturnValue, bool CallFunc_IsValid_ReturnValue_1, FDelegateProperty_ K2Node_CreateDelegate_OutputDelegate, const struct FTimerHandle& CallFunc_K2_SetTimerDelegate_ReturnValue, bool CallFunc_K2_IsValidTimerHandle_ReturnValue, class APlayerController* CallFunc_GetLocalPlayerController_ReturnValue, bool CallFunc_LessEqual_DoubleDouble_ReturnValue, class UWBP_GameOver_Rescue_C* CallFunc_SpawnObject_ReturnValue, bool CallFunc_IsValid_ReturnValue_2, class AActor* CallFunc_GetActionTarget_ReturnValue_3, bool CallFunc_IsValid_ReturnValue_3, bool CallFunc_IsLocalControlActorOrPalmi_ReturnValue, class APalPlayerCharacter* CallFunc_GetPalmi_ReturnValue, class APalPlayerCharacter* CallFunc_GetPalmi_ReturnValue_1, class UPalActionBase* CallFunc_GetCurrentAction_ReturnValue, class UPalInteractComponent* CallFunc_GetComponentByClass_ReturnValue_2, bool CallFunc_EqualEqual_ObjectObject_ReturnValue, bool CallFunc_IsValid_ReturnValue_4, bool CallFunc_BooleanOR_ReturnValue, class UPalActionBase* CallFunc_GetCurrentAction_ReturnValue_1, class APalNetworkTransmitter* CallFunc_GetNetworkTransmitter_ReturnValue, bool CallFunc_EqualEqual_ObjectObject_ReturnValue_1, class UPalNetworkCharacterStatusOperationComponent* CallFunc_GetCharacterStatusOperation_ReturnValue, double CallFunc_Subtract_DoubleDouble_B_ImplicitCast, double K2Node_VariableSet_Timer_ImplicitCast);
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};
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}
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