mirror of
https://github.com/swordbluesword/PalWorld-NetCrack.git
synced 2025-04-29 02:47:17 +09:00
269 lines
5.7 KiB
C++
269 lines
5.7 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 ModularGameplayActors.ModularAIController
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// (Actor)
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class UClass* AModularAIController::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("ModularAIController");
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return Clss;
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}
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// ModularAIController ModularGameplayActors.Default__ModularAIController
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// (Public, ClassDefaultObject, ArchetypeObject)
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class AModularAIController* AModularAIController::GetDefaultObj()
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{
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static class AModularAIController* Default = nullptr;
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if (!Default)
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Default = static_cast<AModularAIController*>(AModularAIController::StaticClass()->DefaultObject);
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return Default;
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}
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// Class ModularGameplayActors.ModularCharacter
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// (Actor, Pawn)
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class UClass* AModularCharacter::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("ModularCharacter");
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return Clss;
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}
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// ModularCharacter ModularGameplayActors.Default__ModularCharacter
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// (Public, ClassDefaultObject, ArchetypeObject)
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class AModularCharacter* AModularCharacter::GetDefaultObj()
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{
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static class AModularCharacter* Default = nullptr;
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if (!Default)
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Default = static_cast<AModularCharacter*>(AModularCharacter::StaticClass()->DefaultObject);
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return Default;
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}
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// Class ModularGameplayActors.ModularGameModeBase
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// (Actor)
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class UClass* AModularGameModeBase::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("ModularGameModeBase");
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return Clss;
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}
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// ModularGameModeBase ModularGameplayActors.Default__ModularGameModeBase
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// (Public, ClassDefaultObject, ArchetypeObject)
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class AModularGameModeBase* AModularGameModeBase::GetDefaultObj()
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{
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static class AModularGameModeBase* Default = nullptr;
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if (!Default)
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Default = static_cast<AModularGameModeBase*>(AModularGameModeBase::StaticClass()->DefaultObject);
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return Default;
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}
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// Class ModularGameplayActors.ModularGameMode
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// (Actor)
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class UClass* AModularGameMode::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("ModularGameMode");
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return Clss;
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}
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// ModularGameMode ModularGameplayActors.Default__ModularGameMode
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// (Public, ClassDefaultObject, ArchetypeObject)
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class AModularGameMode* AModularGameMode::GetDefaultObj()
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{
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static class AModularGameMode* Default = nullptr;
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if (!Default)
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Default = static_cast<AModularGameMode*>(AModularGameMode::StaticClass()->DefaultObject);
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return Default;
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}
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// Class ModularGameplayActors.ModularGameStateBase
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// (Actor)
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class UClass* AModularGameStateBase::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("ModularGameStateBase");
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return Clss;
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}
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// ModularGameStateBase ModularGameplayActors.Default__ModularGameStateBase
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// (Public, ClassDefaultObject, ArchetypeObject)
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class AModularGameStateBase* AModularGameStateBase::GetDefaultObj()
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{
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static class AModularGameStateBase* Default = nullptr;
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if (!Default)
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Default = static_cast<AModularGameStateBase*>(AModularGameStateBase::StaticClass()->DefaultObject);
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return Default;
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}
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// Class ModularGameplayActors.ModularGameState
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// (Actor)
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class UClass* AModularGameState::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("ModularGameState");
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return Clss;
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}
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// ModularGameState ModularGameplayActors.Default__ModularGameState
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// (Public, ClassDefaultObject, ArchetypeObject)
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class AModularGameState* AModularGameState::GetDefaultObj()
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{
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static class AModularGameState* Default = nullptr;
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if (!Default)
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Default = static_cast<AModularGameState*>(AModularGameState::StaticClass()->DefaultObject);
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return Default;
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}
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// Class ModularGameplayActors.ModularPawn
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// (Actor, Pawn)
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class UClass* AModularPawn::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("ModularPawn");
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return Clss;
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}
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// ModularPawn ModularGameplayActors.Default__ModularPawn
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// (Public, ClassDefaultObject, ArchetypeObject)
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class AModularPawn* AModularPawn::GetDefaultObj()
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{
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static class AModularPawn* Default = nullptr;
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if (!Default)
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Default = static_cast<AModularPawn*>(AModularPawn::StaticClass()->DefaultObject);
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return Default;
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}
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// Class ModularGameplayActors.ModularPlayerController
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// (Actor, PlayerController)
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class UClass* AModularPlayerController::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("ModularPlayerController");
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return Clss;
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}
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// ModularPlayerController ModularGameplayActors.Default__ModularPlayerController
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// (Public, ClassDefaultObject, ArchetypeObject)
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class AModularPlayerController* AModularPlayerController::GetDefaultObj()
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{
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static class AModularPlayerController* Default = nullptr;
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if (!Default)
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Default = static_cast<AModularPlayerController*>(AModularPlayerController::StaticClass()->DefaultObject);
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return Default;
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}
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// Class ModularGameplayActors.ModularPlayerState
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// (Actor)
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class UClass* AModularPlayerState::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("ModularPlayerState");
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return Clss;
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}
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// ModularPlayerState ModularGameplayActors.Default__ModularPlayerState
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// (Public, ClassDefaultObject, ArchetypeObject)
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class AModularPlayerState* AModularPlayerState::GetDefaultObj()
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{
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static class AModularPlayerState* Default = nullptr;
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if (!Default)
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Default = static_cast<AModularPlayerState*>(AModularPlayerState::StaticClass()->DefaultObject);
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return Default;
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}
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}
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