mirror of
https://github.com/swordbluesword/PalWorld-NetCrack.git
synced 2025-04-29 02:47:17 +09:00
322 lines
7.8 KiB
C++
322 lines
7.8 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 ChaosSolverEngine.ChaosDebugDrawComponent
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// (None)
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class UClass* UChaosDebugDrawComponent::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("ChaosDebugDrawComponent");
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return Clss;
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}
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// ChaosDebugDrawComponent ChaosSolverEngine.Default__ChaosDebugDrawComponent
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// (Public, ClassDefaultObject, ArchetypeObject)
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class UChaosDebugDrawComponent* UChaosDebugDrawComponent::GetDefaultObj()
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{
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static class UChaosDebugDrawComponent* Default = nullptr;
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if (!Default)
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Default = static_cast<UChaosDebugDrawComponent*>(UChaosDebugDrawComponent::StaticClass()->DefaultObject);
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return Default;
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}
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// Class ChaosSolverEngine.ChaosEventListenerComponent
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// (None)
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class UClass* UChaosEventListenerComponent::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("ChaosEventListenerComponent");
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return Clss;
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}
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// ChaosEventListenerComponent ChaosSolverEngine.Default__ChaosEventListenerComponent
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// (Public, ClassDefaultObject, ArchetypeObject)
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class UChaosEventListenerComponent* UChaosEventListenerComponent::GetDefaultObj()
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{
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static class UChaosEventListenerComponent* Default = nullptr;
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if (!Default)
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Default = static_cast<UChaosEventListenerComponent*>(UChaosEventListenerComponent::StaticClass()->DefaultObject);
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return Default;
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}
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// Class ChaosSolverEngine.ChaosGameplayEventDispatcher
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// (None)
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class UClass* UChaosGameplayEventDispatcher::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("ChaosGameplayEventDispatcher");
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return Clss;
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}
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// ChaosGameplayEventDispatcher ChaosSolverEngine.Default__ChaosGameplayEventDispatcher
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// (Public, ClassDefaultObject, ArchetypeObject)
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class UChaosGameplayEventDispatcher* UChaosGameplayEventDispatcher::GetDefaultObj()
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{
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static class UChaosGameplayEventDispatcher* Default = nullptr;
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if (!Default)
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Default = static_cast<UChaosGameplayEventDispatcher*>(UChaosGameplayEventDispatcher::StaticClass()->DefaultObject);
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return Default;
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}
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// Class ChaosSolverEngine.ChaosNotifyHandlerInterface
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// (None)
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class UClass* IChaosNotifyHandlerInterface::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("ChaosNotifyHandlerInterface");
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return Clss;
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}
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// ChaosNotifyHandlerInterface ChaosSolverEngine.Default__ChaosNotifyHandlerInterface
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// (Public, ClassDefaultObject, ArchetypeObject)
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class IChaosNotifyHandlerInterface* IChaosNotifyHandlerInterface::GetDefaultObj()
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{
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static class IChaosNotifyHandlerInterface* Default = nullptr;
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if (!Default)
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Default = static_cast<IChaosNotifyHandlerInterface*>(IChaosNotifyHandlerInterface::StaticClass()->DefaultObject);
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return Default;
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}
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// Class ChaosSolverEngine.ChaosSolverEngineBlueprintLibrary
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// (None)
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class UClass* UChaosSolverEngineBlueprintLibrary::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("ChaosSolverEngineBlueprintLibrary");
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return Clss;
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}
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// ChaosSolverEngineBlueprintLibrary ChaosSolverEngine.Default__ChaosSolverEngineBlueprintLibrary
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// (Public, ClassDefaultObject, ArchetypeObject)
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class UChaosSolverEngineBlueprintLibrary* UChaosSolverEngineBlueprintLibrary::GetDefaultObj()
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{
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static class UChaosSolverEngineBlueprintLibrary* Default = nullptr;
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if (!Default)
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Default = static_cast<UChaosSolverEngineBlueprintLibrary*>(UChaosSolverEngineBlueprintLibrary::StaticClass()->DefaultObject);
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return Default;
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}
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// Function ChaosSolverEngine.ChaosSolverEngineBlueprintLibrary.ConvertPhysicsCollisionToHitResult
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// (Final, Native, Static, Public, HasOutParams, BlueprintCallable, BlueprintPure)
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// Parameters:
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// struct FChaosPhysicsCollisionInfo PhysicsCollision (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
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// struct FHitResult ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor, ContainsInstancedReference, NativeAccessSpecifierPublic)
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struct FHitResult UChaosSolverEngineBlueprintLibrary::ConvertPhysicsCollisionToHitResult(struct FChaosPhysicsCollisionInfo& PhysicsCollision)
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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("ChaosSolverEngineBlueprintLibrary", "ConvertPhysicsCollisionToHitResult");
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Params::UChaosSolverEngineBlueprintLibrary_ConvertPhysicsCollisionToHitResult_Params Parms{};
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Parms.PhysicsCollision = PhysicsCollision;
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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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// Class ChaosSolverEngine.ChaosSolver
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// (None)
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class UClass* UChaosSolver::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("ChaosSolver");
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return Clss;
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}
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// ChaosSolver ChaosSolverEngine.Default__ChaosSolver
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// (Public, ClassDefaultObject, ArchetypeObject)
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class UChaosSolver* UChaosSolver::GetDefaultObj()
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{
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static class UChaosSolver* Default = nullptr;
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if (!Default)
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Default = static_cast<UChaosSolver*>(UChaosSolver::StaticClass()->DefaultObject);
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return Default;
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}
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// Class ChaosSolverEngine.ChaosSolverActor
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// (Actor)
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class UClass* AChaosSolverActor::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("ChaosSolverActor");
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return Clss;
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}
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// ChaosSolverActor ChaosSolverEngine.Default__ChaosSolverActor
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// (Public, ClassDefaultObject, ArchetypeObject)
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class AChaosSolverActor* AChaosSolverActor::GetDefaultObj()
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{
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static class AChaosSolverActor* Default = nullptr;
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if (!Default)
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Default = static_cast<AChaosSolverActor*>(AChaosSolverActor::StaticClass()->DefaultObject);
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return Default;
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}
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// Function ChaosSolverEngine.ChaosSolverActor.SetSolverActive
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// (Native, Public, BlueprintCallable)
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// Parameters:
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// bool bActive (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void AChaosSolverActor::SetSolverActive(bool bActive)
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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("ChaosSolverActor", "SetSolverActive");
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Params::AChaosSolverActor_SetSolverActive_Params Parms{};
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Parms.bActive = bActive;
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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 ChaosSolverEngine.ChaosSolverActor.SetAsCurrentWorldSolver
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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void AChaosSolverActor::SetAsCurrentWorldSolver()
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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("ChaosSolverActor", "SetAsCurrentWorldSolver");
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, nullptr);
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Func->FunctionFlags = Flgs;
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}
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// Class ChaosSolverEngine.ChaosSolverSettings
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// (None)
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class UClass* UChaosSolverSettings::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("ChaosSolverSettings");
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return Clss;
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}
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// ChaosSolverSettings ChaosSolverEngine.Default__ChaosSolverSettings
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// (Public, ClassDefaultObject, ArchetypeObject)
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class UChaosSolverSettings* UChaosSolverSettings::GetDefaultObj()
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{
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static class UChaosSolverSettings* Default = nullptr;
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if (!Default)
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Default = static_cast<UChaosSolverSettings*>(UChaosSolverSettings::StaticClass()->DefaultObject);
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return Default;
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}
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}
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