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

269 lines
5.7 KiB
C++

#pragma once
// Dumped with Dumper-7!
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// FUNCTIONS
//---------------------------------------------------------------------------------------------------------------------
// Class ModularGameplayActors.ModularAIController
// (Actor)
class UClass* AModularAIController::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("ModularAIController");
return Clss;
}
// ModularAIController ModularGameplayActors.Default__ModularAIController
// (Public, ClassDefaultObject, ArchetypeObject)
class AModularAIController* AModularAIController::GetDefaultObj()
{
static class AModularAIController* Default = nullptr;
if (!Default)
Default = static_cast<AModularAIController*>(AModularAIController::StaticClass()->DefaultObject);
return Default;
}
// Class ModularGameplayActors.ModularCharacter
// (Actor, Pawn)
class UClass* AModularCharacter::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("ModularCharacter");
return Clss;
}
// ModularCharacter ModularGameplayActors.Default__ModularCharacter
// (Public, ClassDefaultObject, ArchetypeObject)
class AModularCharacter* AModularCharacter::GetDefaultObj()
{
static class AModularCharacter* Default = nullptr;
if (!Default)
Default = static_cast<AModularCharacter*>(AModularCharacter::StaticClass()->DefaultObject);
return Default;
}
// Class ModularGameplayActors.ModularGameModeBase
// (Actor)
class UClass* AModularGameModeBase::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("ModularGameModeBase");
return Clss;
}
// ModularGameModeBase ModularGameplayActors.Default__ModularGameModeBase
// (Public, ClassDefaultObject, ArchetypeObject)
class AModularGameModeBase* AModularGameModeBase::GetDefaultObj()
{
static class AModularGameModeBase* Default = nullptr;
if (!Default)
Default = static_cast<AModularGameModeBase*>(AModularGameModeBase::StaticClass()->DefaultObject);
return Default;
}
// Class ModularGameplayActors.ModularGameMode
// (Actor)
class UClass* AModularGameMode::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("ModularGameMode");
return Clss;
}
// ModularGameMode ModularGameplayActors.Default__ModularGameMode
// (Public, ClassDefaultObject, ArchetypeObject)
class AModularGameMode* AModularGameMode::GetDefaultObj()
{
static class AModularGameMode* Default = nullptr;
if (!Default)
Default = static_cast<AModularGameMode*>(AModularGameMode::StaticClass()->DefaultObject);
return Default;
}
// Class ModularGameplayActors.ModularGameStateBase
// (Actor)
class UClass* AModularGameStateBase::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("ModularGameStateBase");
return Clss;
}
// ModularGameStateBase ModularGameplayActors.Default__ModularGameStateBase
// (Public, ClassDefaultObject, ArchetypeObject)
class AModularGameStateBase* AModularGameStateBase::GetDefaultObj()
{
static class AModularGameStateBase* Default = nullptr;
if (!Default)
Default = static_cast<AModularGameStateBase*>(AModularGameStateBase::StaticClass()->DefaultObject);
return Default;
}
// Class ModularGameplayActors.ModularGameState
// (Actor)
class UClass* AModularGameState::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("ModularGameState");
return Clss;
}
// ModularGameState ModularGameplayActors.Default__ModularGameState
// (Public, ClassDefaultObject, ArchetypeObject)
class AModularGameState* AModularGameState::GetDefaultObj()
{
static class AModularGameState* Default = nullptr;
if (!Default)
Default = static_cast<AModularGameState*>(AModularGameState::StaticClass()->DefaultObject);
return Default;
}
// Class ModularGameplayActors.ModularPawn
// (Actor, Pawn)
class UClass* AModularPawn::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("ModularPawn");
return Clss;
}
// ModularPawn ModularGameplayActors.Default__ModularPawn
// (Public, ClassDefaultObject, ArchetypeObject)
class AModularPawn* AModularPawn::GetDefaultObj()
{
static class AModularPawn* Default = nullptr;
if (!Default)
Default = static_cast<AModularPawn*>(AModularPawn::StaticClass()->DefaultObject);
return Default;
}
// Class ModularGameplayActors.ModularPlayerController
// (Actor, PlayerController)
class UClass* AModularPlayerController::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("ModularPlayerController");
return Clss;
}
// ModularPlayerController ModularGameplayActors.Default__ModularPlayerController
// (Public, ClassDefaultObject, ArchetypeObject)
class AModularPlayerController* AModularPlayerController::GetDefaultObj()
{
static class AModularPlayerController* Default = nullptr;
if (!Default)
Default = static_cast<AModularPlayerController*>(AModularPlayerController::StaticClass()->DefaultObject);
return Default;
}
// Class ModularGameplayActors.ModularPlayerState
// (Actor)
class UClass* AModularPlayerState::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("ModularPlayerState");
return Clss;
}
// ModularPlayerState ModularGameplayActors.Default__ModularPlayerState
// (Public, ClassDefaultObject, ArchetypeObject)
class AModularPlayerState* AModularPlayerState::GetDefaultObj()
{
static class AModularPlayerState* Default = nullptr;
if (!Default)
Default = static_cast<AModularPlayerState*>(AModularPlayerState::StaticClass()->DefaultObject);
return Default;
}
}