PalWorld-NetCrack/SDK/GameplayTasks_functions.cpp
2024-01-22 14:43:11 +08:00

597 lines
20 KiB
C++

#pragma once
// Dumped with Dumper-7!
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// FUNCTIONS
//---------------------------------------------------------------------------------------------------------------------
// Class GameplayTasks.GameplayTask
// (None)
class UClass* UGameplayTask::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("GameplayTask");
return Clss;
}
// GameplayTask GameplayTasks.Default__GameplayTask
// (Public, ClassDefaultObject, ArchetypeObject, StrongRefOnFrame)
class UGameplayTask* UGameplayTask::GetDefaultObj()
{
static class UGameplayTask* Default = nullptr;
if (!Default)
Default = static_cast<UGameplayTask*>(UGameplayTask::StaticClass()->DefaultObject);
return Default;
}
// Function GameplayTasks.GameplayTask.ReadyForActivation
// (Final, Native, Public, BlueprintCallable)
// Parameters:
void UGameplayTask::ReadyForActivation()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("GameplayTask", "ReadyForActivation");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// DelegateFunction GameplayTasks.GameplayTask.GenericGameplayTaskDelegate__DelegateSignature
// (MulticastDelegate, Public, Delegate)
// Parameters:
void UGameplayTask::GenericGameplayTaskDelegate__DelegateSignature()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("GameplayTask", "GenericGameplayTaskDelegate__DelegateSignature");
UObject::ProcessEvent(Func, nullptr);
}
// Function GameplayTasks.GameplayTask.EndTask
// (Final, Native, Public, BlueprintCallable)
// Parameters:
void UGameplayTask::EndTask()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("GameplayTask", "EndTask");
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, nullptr);
Func->FunctionFlags = Flgs;
}
// Class GameplayTasks.GameplayTaskOwnerInterface
// (None)
class UClass* IGameplayTaskOwnerInterface::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("GameplayTaskOwnerInterface");
return Clss;
}
// GameplayTaskOwnerInterface GameplayTasks.Default__GameplayTaskOwnerInterface
// (Public, ClassDefaultObject, ArchetypeObject)
class IGameplayTaskOwnerInterface* IGameplayTaskOwnerInterface::GetDefaultObj()
{
static class IGameplayTaskOwnerInterface* Default = nullptr;
if (!Default)
Default = static_cast<IGameplayTaskOwnerInterface*>(IGameplayTaskOwnerInterface::StaticClass()->DefaultObject);
return Default;
}
// Class GameplayTasks.GameplayTaskResource
// (None)
class UClass* UGameplayTaskResource::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("GameplayTaskResource");
return Clss;
}
// GameplayTaskResource GameplayTasks.Default__GameplayTaskResource
// (Public, ClassDefaultObject, ArchetypeObject)
class UGameplayTaskResource* UGameplayTaskResource::GetDefaultObj()
{
static class UGameplayTaskResource* Default = nullptr;
if (!Default)
Default = static_cast<UGameplayTaskResource*>(UGameplayTaskResource::StaticClass()->DefaultObject);
return Default;
}
// Class GameplayTasks.GameplayTasksComponent
// (None)
class UClass* UGameplayTasksComponent::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("GameplayTasksComponent");
return Clss;
}
// GameplayTasksComponent GameplayTasks.Default__GameplayTasksComponent
// (Public, ClassDefaultObject, ArchetypeObject)
class UGameplayTasksComponent* UGameplayTasksComponent::GetDefaultObj()
{
static class UGameplayTasksComponent* Default = nullptr;
if (!Default)
Default = static_cast<UGameplayTasksComponent*>(UGameplayTasksComponent::StaticClass()->DefaultObject);
return Default;
}
// Function GameplayTasks.GameplayTasksComponent.OnRep_SimulatedTasks
// (Final, Native, Public, HasOutParams)
// Parameters:
// TArray<class UGameplayTask*> PreviousSimulatedTasks (ConstParm, Parm, OutParm, ZeroConstructor, ReferenceParm, NativeAccessSpecifierPublic)
void UGameplayTasksComponent::OnRep_SimulatedTasks(TArray<class UGameplayTask*>& PreviousSimulatedTasks)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("GameplayTasksComponent", "OnRep_SimulatedTasks");
Params::UGameplayTasksComponent_OnRep_SimulatedTasks_Params Parms{};
Parms.PreviousSimulatedTasks = PreviousSimulatedTasks;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameplayTasks.GameplayTasksComponent.K2_RunGameplayTask
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TScriptInterface<class IGameplayTaskOwnerInterface>TaskOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UGameplayTask* Task (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8 Priority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<TSubclassOf<class UGameplayTaskResource>>AdditionalRequiredResources (Parm, ZeroConstructor, AdvancedDisplay, UObjectWrapper, NativeAccessSpecifierPublic)
// TArray<TSubclassOf<class UGameplayTaskResource>>AdditionalClaimedResources (Parm, ZeroConstructor, AdvancedDisplay, UObjectWrapper, NativeAccessSpecifierPublic)
// enum class EGameplayTaskRunResult ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
enum class EGameplayTaskRunResult UGameplayTasksComponent::K2_RunGameplayTask(TScriptInterface<class IGameplayTaskOwnerInterface> TaskOwner, class UGameplayTask* Task, uint8 Priority, const TArray<TSubclassOf<class UGameplayTaskResource>>& AdditionalRequiredResources, const TArray<TSubclassOf<class UGameplayTaskResource>>& AdditionalClaimedResources)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("GameplayTasksComponent", "K2_RunGameplayTask");
Params::UGameplayTasksComponent_K2_RunGameplayTask_Params Parms{};
Parms.TaskOwner = TaskOwner;
Parms.Task = Task;
Parms.Priority = Priority;
Parms.AdditionalRequiredResources = AdditionalRequiredResources;
Parms.AdditionalClaimedResources = AdditionalClaimedResources;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Class GameplayTasks.GameplayTask_ClaimResource
// (None)
class UClass* UGameplayTask_ClaimResource::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("GameplayTask_ClaimResource");
return Clss;
}
// GameplayTask_ClaimResource GameplayTasks.Default__GameplayTask_ClaimResource
// (Public, ClassDefaultObject, ArchetypeObject, StrongRefOnFrame)
class UGameplayTask_ClaimResource* UGameplayTask_ClaimResource::GetDefaultObj()
{
static class UGameplayTask_ClaimResource* Default = nullptr;
if (!Default)
Default = static_cast<UGameplayTask_ClaimResource*>(UGameplayTask_ClaimResource::StaticClass()->DefaultObject);
return Default;
}
// Function GameplayTasks.GameplayTask_ClaimResource.ClaimResources
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TScriptInterface<class IGameplayTaskOwnerInterface>InTaskOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TArray<TSubclassOf<class UGameplayTaskResource>>ResourceClasses (Parm, ZeroConstructor, UObjectWrapper, NativeAccessSpecifierPublic)
// uint8 Priority (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName TaskInstanceName (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UGameplayTask_ClaimResource* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UGameplayTask_ClaimResource* UGameplayTask_ClaimResource::ClaimResources(TScriptInterface<class IGameplayTaskOwnerInterface> InTaskOwner, const TArray<TSubclassOf<class UGameplayTaskResource>>& ResourceClasses, uint8 Priority, class FName TaskInstanceName)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("GameplayTask_ClaimResource", "ClaimResources");
Params::UGameplayTask_ClaimResource_ClaimResources_Params Parms{};
Parms.InTaskOwner = InTaskOwner;
Parms.ResourceClasses = ResourceClasses;
Parms.Priority = Priority;
Parms.TaskInstanceName = TaskInstanceName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameplayTasks.GameplayTask_ClaimResource.ClaimResource
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TScriptInterface<class IGameplayTaskOwnerInterface>InTaskOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// TSubclassOf<class UGameplayTaskResource>ResourceClass (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8 Priority (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName TaskInstanceName (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UGameplayTask_ClaimResource* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UGameplayTask_ClaimResource* UGameplayTask_ClaimResource::ClaimResource(TScriptInterface<class IGameplayTaskOwnerInterface> InTaskOwner, TSubclassOf<class UGameplayTaskResource> ResourceClass, uint8 Priority, class FName TaskInstanceName)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("GameplayTask_ClaimResource", "ClaimResource");
Params::UGameplayTask_ClaimResource_ClaimResource_Params Parms{};
Parms.InTaskOwner = InTaskOwner;
Parms.ResourceClass = ResourceClass;
Parms.Priority = Priority;
Parms.TaskInstanceName = TaskInstanceName;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Class GameplayTasks.GameplayTask_SpawnActor
// (None)
class UClass* UGameplayTask_SpawnActor::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("GameplayTask_SpawnActor");
return Clss;
}
// GameplayTask_SpawnActor GameplayTasks.Default__GameplayTask_SpawnActor
// (Public, ClassDefaultObject, ArchetypeObject, StrongRefOnFrame)
class UGameplayTask_SpawnActor* UGameplayTask_SpawnActor::GetDefaultObj()
{
static class UGameplayTask_SpawnActor* Default = nullptr;
if (!Default)
Default = static_cast<UGameplayTask_SpawnActor*>(UGameplayTask_SpawnActor::StaticClass()->DefaultObject);
return Default;
}
// Function GameplayTasks.GameplayTask_SpawnActor.SpawnActor
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// TScriptInterface<class IGameplayTaskOwnerInterface>TaskOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FVector SpawnLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FRotator SpawnRotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
// TSubclassOf<class AActor> Class (Parm, ZeroConstructor, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bSpawnOnlyOnAuthority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UGameplayTask_SpawnActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UGameplayTask_SpawnActor* UGameplayTask_SpawnActor::SpawnActor(TScriptInterface<class IGameplayTaskOwnerInterface> TaskOwner, const struct FVector& SpawnLocation, const struct FRotator& SpawnRotation, TSubclassOf<class AActor> Class, bool bSpawnOnlyOnAuthority)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("GameplayTask_SpawnActor", "SpawnActor");
Params::UGameplayTask_SpawnActor_SpawnActor_Params Parms{};
Parms.TaskOwner = TaskOwner;
Parms.SpawnLocation = SpawnLocation;
Parms.SpawnRotation = SpawnRotation;
Parms.Class = Class;
Parms.bSpawnOnlyOnAuthority = bSpawnOnlyOnAuthority;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function GameplayTasks.GameplayTask_SpawnActor.FinishSpawningActor
// (Native, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* SpawnedActor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UGameplayTask_SpawnActor::FinishSpawningActor(class UObject* WorldContextObject, class AActor* SpawnedActor)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("GameplayTask_SpawnActor", "FinishSpawningActor");
Params::UGameplayTask_SpawnActor_FinishSpawningActor_Params Parms{};
Parms.WorldContextObject = WorldContextObject;
Parms.SpawnedActor = SpawnedActor;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function GameplayTasks.GameplayTask_SpawnActor.BeginSpawningActor
// (Native, Public, HasOutParams, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class AActor* SpawnedActor (Parm, OutParm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UGameplayTask_SpawnActor::BeginSpawningActor(class UObject* WorldContextObject, class AActor** SpawnedActor)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("GameplayTask_SpawnActor", "BeginSpawningActor");
Params::UGameplayTask_SpawnActor_BeginSpawningActor_Params Parms{};
Parms.WorldContextObject = WorldContextObject;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
if (SpawnedActor != nullptr)
*SpawnedActor = Parms.SpawnedActor;
return Parms.ReturnValue;
}
// Class GameplayTasks.GameplayTask_TimeLimitedExecution
// (None)
class UClass* UGameplayTask_TimeLimitedExecution::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("GameplayTask_TimeLimitedExecution");
return Clss;
}
// GameplayTask_TimeLimitedExecution GameplayTasks.Default__GameplayTask_TimeLimitedExecution
// (Public, ClassDefaultObject, ArchetypeObject, StrongRefOnFrame)
class UGameplayTask_TimeLimitedExecution* UGameplayTask_TimeLimitedExecution::GetDefaultObj()
{
static class UGameplayTask_TimeLimitedExecution* Default = nullptr;
if (!Default)
Default = static_cast<UGameplayTask_TimeLimitedExecution*>(UGameplayTask_TimeLimitedExecution::StaticClass()->DefaultObject);
return Default;
}
// Class GameplayTasks.GameplayTask_WaitDelay
// (None)
class UClass* UGameplayTask_WaitDelay::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("GameplayTask_WaitDelay");
return Clss;
}
// GameplayTask_WaitDelay GameplayTasks.Default__GameplayTask_WaitDelay
// (Public, ClassDefaultObject, ArchetypeObject, StrongRefOnFrame)
class UGameplayTask_WaitDelay* UGameplayTask_WaitDelay::GetDefaultObj()
{
static class UGameplayTask_WaitDelay* Default = nullptr;
if (!Default)
Default = static_cast<UGameplayTask_WaitDelay*>(UGameplayTask_WaitDelay::StaticClass()->DefaultObject);
return Default;
}
// Function GameplayTasks.GameplayTask_WaitDelay.TaskWaitDelay
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TScriptInterface<class IGameplayTaskOwnerInterface>TaskOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// float Time (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// uint8 Priority (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class UGameplayTask_WaitDelay* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class UGameplayTask_WaitDelay* UGameplayTask_WaitDelay::TaskWaitDelay(TScriptInterface<class IGameplayTaskOwnerInterface> TaskOwner, float Time, uint8 Priority)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("GameplayTask_WaitDelay", "TaskWaitDelay");
Params::UGameplayTask_WaitDelay_TaskWaitDelay_Params Parms{};
Parms.TaskOwner = TaskOwner;
Parms.Time = Time;
Parms.Priority = Priority;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// DelegateFunction GameplayTasks.GameplayTask_WaitDelay.TaskDelayDelegate__DelegateSignature
// (MulticastDelegate, Public, Delegate)
// Parameters:
void UGameplayTask_WaitDelay::TaskDelayDelegate__DelegateSignature()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("GameplayTask_WaitDelay", "TaskDelayDelegate__DelegateSignature");
UObject::ProcessEvent(Func, nullptr);
}
}