mirror of
https://github.com/swordbluesword/PalWorld-NetCrack.git
synced 2025-04-29 02:47:17 +09:00
257 lines
18 KiB
C++
257 lines
18 KiB
C++
#pragma once
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// Dumped with Dumper-7!
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#include "../SDK.hpp"
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namespace SDK
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{
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//---------------------------------------------------------------------------------------------------------------------
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// FUNCTIONS
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//---------------------------------------------------------------------------------------------------------------------
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// BlueprintGeneratedClass BP_NPCInteractConditionFunctions.BP_NPCInteractConditionFunctions_C
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// (None)
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class UClass* UBP_NPCInteractConditionFunctions_C::StaticClass()
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{
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static class UClass* Clss = nullptr;
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if (!Clss)
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Clss = UObject::FindClassFast("BP_NPCInteractConditionFunctions_C");
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return Clss;
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}
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// BP_NPCInteractConditionFunctions_C BP_NPCInteractConditionFunctions.Default__BP_NPCInteractConditionFunctions_C
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// (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted)
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class UBP_NPCInteractConditionFunctions_C* UBP_NPCInteractConditionFunctions_C::GetDefaultObj()
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{
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static class UBP_NPCInteractConditionFunctions_C* Default = nullptr;
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if (!Default)
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Default = static_cast<UBP_NPCInteractConditionFunctions_C*>(UBP_NPCInteractConditionFunctions_C::StaticClass()->DefaultObject);
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return Default;
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}
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// Function BP_NPCInteractConditionFunctions.BP_NPCInteractConditionFunctions_C.IsLive
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// (Public, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UPalNPCInteractCondition* Condition (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class UObject* CallFunc_GetOwner_ReturnValue (ConstParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class APalCharacter* K2Node_DynamicCast_AsPal_Character (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UPalCharacterParameterComponent*CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_IsLive_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UBP_NPCInteractConditionFunctions_C::IsLive(class UPalNPCInteractCondition* Condition, class UObject* CallFunc_GetOwner_ReturnValue, class APalCharacter* K2Node_DynamicCast_AsPal_Character, bool K2Node_DynamicCast_bSuccess, class UPalCharacterParameterComponent* CallFunc_GetComponentByClass_ReturnValue, bool CallFunc_IsLive_ReturnValue, bool CallFunc_IsValid_ReturnValue)
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{
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static class UFunction* Func = nullptr;
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if (!Func)
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Func = Class->GetFunction("BP_NPCInteractConditionFunctions_C", "IsLive");
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Params::UBP_NPCInteractConditionFunctions_C_IsLive_Params Parms{};
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Parms.Condition = Condition;
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Parms.CallFunc_GetOwner_ReturnValue = CallFunc_GetOwner_ReturnValue;
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Parms.K2Node_DynamicCast_AsPal_Character = K2Node_DynamicCast_AsPal_Character;
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Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess;
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Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue;
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Parms.CallFunc_IsLive_ReturnValue = CallFunc_IsLive_ReturnValue;
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Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function BP_NPCInteractConditionFunctions.BP_NPCInteractConditionFunctions_C.NoCombat
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// (Public, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UPalNPCInteractCondition* Condition (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class UObject* CallFunc_GetOwner_ReturnValue (ConstParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class APalCharacter* K2Node_DynamicCast_AsPal_Character (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class ABP_NPCAIController_C* K2Node_DynamicCast_AsBP_NPCAIController (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// bool K2Node_DynamicCast_bSuccess_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UPalAIActionComponent* CallFunc_GetAIActionComponent_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
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// class UPawnAction* CallFunc_GetCurrentAction_BP_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class UPalAIActionCombatBase* K2Node_DynamicCast_AsPal_AIAction_Combat_Base (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// bool K2Node_DynamicCast_bSuccess_2 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UBP_AIAction_NPC_CombatBase_C*K2Node_DynamicCast_AsBP_AIAction_NPC_Combat_Base (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// bool K2Node_DynamicCast_bSuccess_3 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UBP_NPCInteractConditionFunctions_C::NoCombat(class UPalNPCInteractCondition* Condition, class UObject* CallFunc_GetOwner_ReturnValue, class APalCharacter* K2Node_DynamicCast_AsPal_Character, bool K2Node_DynamicCast_bSuccess, class AController* CallFunc_GetController_ReturnValue, class ABP_NPCAIController_C* K2Node_DynamicCast_AsBP_NPCAIController, bool K2Node_DynamicCast_bSuccess_1, class UPalAIActionComponent* CallFunc_GetAIActionComponent_ReturnValue, class UPawnAction* CallFunc_GetCurrentAction_BP_ReturnValue, class UPalAIActionCombatBase* K2Node_DynamicCast_AsPal_AIAction_Combat_Base, bool K2Node_DynamicCast_bSuccess_2, class UBP_AIAction_NPC_CombatBase_C* K2Node_DynamicCast_AsBP_AIAction_NPC_Combat_Base, bool K2Node_DynamicCast_bSuccess_3)
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{
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static class UFunction* Func = nullptr;
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if (!Func)
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Func = Class->GetFunction("BP_NPCInteractConditionFunctions_C", "NoCombat");
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Params::UBP_NPCInteractConditionFunctions_C_NoCombat_Params Parms{};
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Parms.Condition = Condition;
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Parms.CallFunc_GetOwner_ReturnValue = CallFunc_GetOwner_ReturnValue;
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Parms.K2Node_DynamicCast_AsPal_Character = K2Node_DynamicCast_AsPal_Character;
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Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess;
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Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue;
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Parms.K2Node_DynamicCast_AsBP_NPCAIController = K2Node_DynamicCast_AsBP_NPCAIController;
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Parms.K2Node_DynamicCast_bSuccess_1 = K2Node_DynamicCast_bSuccess_1;
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Parms.CallFunc_GetAIActionComponent_ReturnValue = CallFunc_GetAIActionComponent_ReturnValue;
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Parms.CallFunc_GetCurrentAction_BP_ReturnValue = CallFunc_GetCurrentAction_BP_ReturnValue;
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Parms.K2Node_DynamicCast_AsPal_AIAction_Combat_Base = K2Node_DynamicCast_AsPal_AIAction_Combat_Base;
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Parms.K2Node_DynamicCast_bSuccess_2 = K2Node_DynamicCast_bSuccess_2;
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Parms.K2Node_DynamicCast_AsBP_AIAction_NPC_Combat_Base = K2Node_DynamicCast_AsBP_AIAction_NPC_Combat_Base;
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Parms.K2Node_DynamicCast_bSuccess_3 = K2Node_DynamicCast_bSuccess_3;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function BP_NPCInteractConditionFunctions.BP_NPCInteractConditionFunctions_C.IsOtomoSpawned
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// (Public, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UPalNPCInteractCondition* Condition (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class APalPlayerCharacter* CallFunc_GetPalmi_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class UBP_OtomoPalHolderComponent_C*CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
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// class APalCharacter* CallFunc_TryGetSpawnedOtomo_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_IsValid_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UBP_NPCInteractConditionFunctions_C::IsOtomoSpawned(class UPalNPCInteractCondition* Condition, class APalPlayerCharacter* CallFunc_GetPalmi_ReturnValue, class AController* CallFunc_GetController_ReturnValue, class UBP_OtomoPalHolderComponent_C* CallFunc_GetComponentByClass_ReturnValue, class APalCharacter* CallFunc_TryGetSpawnedOtomo_ReturnValue, bool CallFunc_IsValid_ReturnValue)
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{
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static class UFunction* Func = nullptr;
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if (!Func)
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Func = Class->GetFunction("BP_NPCInteractConditionFunctions_C", "IsOtomoSpawned");
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Params::UBP_NPCInteractConditionFunctions_C_IsOtomoSpawned_Params Parms{};
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Parms.Condition = Condition;
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Parms.CallFunc_GetPalmi_ReturnValue = CallFunc_GetPalmi_ReturnValue;
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Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue;
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Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue;
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Parms.CallFunc_TryGetSpawnedOtomo_ReturnValue = CallFunc_TryGetSpawnedOtomo_ReturnValue;
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Parms.CallFunc_IsValid_ReturnValue = CallFunc_IsValid_ReturnValue;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function BP_NPCInteractConditionFunctions.BP_NPCInteractConditionFunctions_C.HasItems
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UPalNPCInteractCondition* Condition (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// TArray<class FName> ItemIds (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
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// int32 Num (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// int32 RetVal (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// int32 CallFunc_Array_Length_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// int32 Temp_int_Array_Index_Variable (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UPalPlayerInventoryData* CallFunc_GetLocalInventoryData_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class FName CallFunc_Array_Get_Item (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// int32 CallFunc_CountItemNum_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// int32 Temp_int_Loop_Counter_Variable (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_GreaterEqual_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_Less_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// int32 CallFunc_Add_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// int32 CallFunc_Add_IntInt_ReturnValue_1 (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UBP_NPCInteractConditionFunctions_C::HasItems(class UPalNPCInteractCondition* Condition, TArray<class FName>& ItemIds, int32 Num, int32 RetVal, int32 CallFunc_Array_Length_ReturnValue, int32 Temp_int_Array_Index_Variable, class UPalPlayerInventoryData* CallFunc_GetLocalInventoryData_ReturnValue, class FName CallFunc_Array_Get_Item, int32 CallFunc_CountItemNum_ReturnValue, int32 Temp_int_Loop_Counter_Variable, bool CallFunc_GreaterEqual_IntInt_ReturnValue, bool CallFunc_Less_IntInt_ReturnValue, int32 CallFunc_Add_IntInt_ReturnValue, int32 CallFunc_Add_IntInt_ReturnValue_1)
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{
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static class UFunction* Func = nullptr;
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if (!Func)
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Func = Class->GetFunction("BP_NPCInteractConditionFunctions_C", "HasItems");
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Params::UBP_NPCInteractConditionFunctions_C_HasItems_Params Parms{};
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Parms.Condition = Condition;
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Parms.ItemIds = ItemIds;
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Parms.Num = Num;
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Parms.RetVal = RetVal;
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Parms.CallFunc_Array_Length_ReturnValue = CallFunc_Array_Length_ReturnValue;
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Parms.Temp_int_Array_Index_Variable = Temp_int_Array_Index_Variable;
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Parms.CallFunc_GetLocalInventoryData_ReturnValue = CallFunc_GetLocalInventoryData_ReturnValue;
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Parms.CallFunc_Array_Get_Item = CallFunc_Array_Get_Item;
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Parms.CallFunc_CountItemNum_ReturnValue = CallFunc_CountItemNum_ReturnValue;
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Parms.Temp_int_Loop_Counter_Variable = Temp_int_Loop_Counter_Variable;
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Parms.CallFunc_GreaterEqual_IntInt_ReturnValue = CallFunc_GreaterEqual_IntInt_ReturnValue;
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Parms.CallFunc_Less_IntInt_ReturnValue = CallFunc_Less_IntInt_ReturnValue;
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Parms.CallFunc_Add_IntInt_ReturnValue = CallFunc_Add_IntInt_ReturnValue;
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Parms.CallFunc_Add_IntInt_ReturnValue_1 = CallFunc_Add_IntInt_ReturnValue_1;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function BP_NPCInteractConditionFunctions.BP_NPCInteractConditionFunctions_C.HasItem
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// (Public, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UPalNPCInteractCondition* Condition (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class FName ItemId (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// int32 Num (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UPalPlayerInventoryData* CallFunc_GetLocalInventoryData_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// int32 CallFunc_CountItemNum_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_GreaterEqual_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UBP_NPCInteractConditionFunctions_C::HasItem(class UPalNPCInteractCondition* Condition, class FName ItemId, int32 Num, class UPalPlayerInventoryData* CallFunc_GetLocalInventoryData_ReturnValue, int32 CallFunc_CountItemNum_ReturnValue, bool CallFunc_GreaterEqual_IntInt_ReturnValue)
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{
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static class UFunction* Func = nullptr;
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if (!Func)
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Func = Class->GetFunction("BP_NPCInteractConditionFunctions_C", "HasItem");
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Params::UBP_NPCInteractConditionFunctions_C_HasItem_Params Parms{};
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Parms.Condition = Condition;
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Parms.ItemId = ItemId;
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Parms.Num = Num;
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Parms.CallFunc_GetLocalInventoryData_ReturnValue = CallFunc_GetLocalInventoryData_ReturnValue;
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Parms.CallFunc_CountItemNum_ReturnValue = CallFunc_CountItemNum_ReturnValue;
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Parms.CallFunc_GreaterEqual_IntInt_ReturnValue = CallFunc_GreaterEqual_IntInt_ReturnValue;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function BP_NPCInteractConditionFunctions.BP_NPCInteractConditionFunctions_C.TestFunction
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// (Public, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UPalNPCInteractCondition* Condition (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class UObject* CallFunc_GetOwner_ReturnValue (ConstParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
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// class FString CallFunc_GetDisplayName_ReturnValue (ZeroConstructor, HasGetValueTypeHash)
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void UBP_NPCInteractConditionFunctions_C::TestFunction(class UPalNPCInteractCondition* Condition, class UObject* CallFunc_GetOwner_ReturnValue, const class FString& CallFunc_GetDisplayName_ReturnValue)
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{
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static class UFunction* Func = nullptr;
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if (!Func)
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Func = Class->GetFunction("BP_NPCInteractConditionFunctions_C", "TestFunction");
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Params::UBP_NPCInteractConditionFunctions_C_TestFunction_Params Parms{};
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Parms.Condition = Condition;
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Parms.CallFunc_GetOwner_ReturnValue = CallFunc_GetOwner_ReturnValue;
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Parms.CallFunc_GetDisplayName_ReturnValue = CallFunc_GetDisplayName_ReturnValue;
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UObject::ProcessEvent(Func, &Parms);
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}
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}
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