mirror of
https://github.com/swordbluesword/PalWorld-NetCrack.git
synced 2025-04-29 02:47:17 +09:00
218 lines
6.0 KiB
C++
218 lines
6.0 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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// Class CableComponent.CableActor
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// (Actor)
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class UClass* ACableActor::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("CableActor");
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return Clss;
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}
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// CableActor CableComponent.Default__CableActor
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// (Public, ClassDefaultObject, ArchetypeObject)
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class ACableActor* ACableActor::GetDefaultObj()
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{
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static class ACableActor* Default = nullptr;
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if (!Default)
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Default = static_cast<ACableActor*>(ACableActor::StaticClass()->DefaultObject);
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return Default;
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}
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// Class CableComponent.CableComponent
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// (SceneComponent, PrimitiveComponent)
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class UClass* UCableComponent::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("CableComponent");
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return Clss;
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}
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// CableComponent CableComponent.Default__CableComponent
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// (Public, ClassDefaultObject, ArchetypeObject)
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class UCableComponent* UCableComponent::GetDefaultObj()
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{
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static class UCableComponent* Default = nullptr;
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if (!Default)
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Default = static_cast<UCableComponent*>(UCableComponent::StaticClass()->DefaultObject);
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return Default;
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}
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// Function CableComponent.CableComponent.SetAttachEndToComponent
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// class USceneComponent* Component (Parm, ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class FName SocketName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void UCableComponent::SetAttachEndToComponent(class USceneComponent* Component, class FName SocketName)
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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("CableComponent", "SetAttachEndToComponent");
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Params::UCableComponent_SetAttachEndToComponent_Params Parms{};
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Parms.Component = Component;
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Parms.SocketName = SocketName;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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// Function CableComponent.CableComponent.SetAttachEndTo
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// class AActor* Actor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class FName ComponentProperty (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class FName SocketName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void UCableComponent::SetAttachEndTo(class AActor* Actor, class FName ComponentProperty, class FName SocketName)
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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("CableComponent", "SetAttachEndTo");
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Params::UCableComponent_SetAttachEndTo_Params Parms{};
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Parms.Actor = Actor;
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Parms.ComponentProperty = ComponentProperty;
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Parms.SocketName = SocketName;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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// Function CableComponent.CableComponent.GetCableParticleLocations
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// (Final, Native, Public, HasOutParams, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// TArray<struct FVector> Locations (Parm, OutParm, ZeroConstructor, NativeAccessSpecifierPublic)
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void UCableComponent::GetCableParticleLocations(TArray<struct FVector>* Locations)
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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("CableComponent", "GetCableParticleLocations");
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Params::UCableComponent_GetCableParticleLocations_Params Parms{};
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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if (Locations != nullptr)
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*Locations = std::move(Parms.Locations);
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}
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// Function CableComponent.CableComponent.GetAttachedComponent
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// class USceneComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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class USceneComponent* UCableComponent::GetAttachedComponent()
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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("CableComponent", "GetAttachedComponent");
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Params::UCableComponent_GetAttachedComponent_Params Parms{};
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function CableComponent.CableComponent.GetAttachedActor
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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class AActor* UCableComponent::GetAttachedActor()
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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("CableComponent", "GetAttachedActor");
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Params::UCableComponent_GetAttachedActor_Params Parms{};
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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}
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