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

590 lines
20 KiB
C++

#pragma once
// Dumped with Dumper-7!
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// FUNCTIONS
//---------------------------------------------------------------------------------------------------------------------
// Class ModularGameplay.GameFrameworkComponent
// (None)
class UClass* UGameFrameworkComponent::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("GameFrameworkComponent");
return Clss;
}
// GameFrameworkComponent ModularGameplay.Default__GameFrameworkComponent
// (Public, ClassDefaultObject, ArchetypeObject)
class UGameFrameworkComponent* UGameFrameworkComponent::GetDefaultObj()
{
static class UGameFrameworkComponent* Default = nullptr;
if (!Default)
Default = static_cast<UGameFrameworkComponent*>(UGameFrameworkComponent::StaticClass()->DefaultObject);
return Default;
}
// Class ModularGameplay.ControllerComponent
// (None)
class UClass* UControllerComponent::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("ControllerComponent");
return Clss;
}
// ControllerComponent ModularGameplay.Default__ControllerComponent
// (Public, ClassDefaultObject, ArchetypeObject)
class UControllerComponent* UControllerComponent::GetDefaultObj()
{
static class UControllerComponent* Default = nullptr;
if (!Default)
Default = static_cast<UControllerComponent*>(UControllerComponent::StaticClass()->DefaultObject);
return Default;
}
// Class ModularGameplay.GameFrameworkComponentManager
// (None)
class UClass* UGameFrameworkComponentManager::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("GameFrameworkComponentManager");
return Clss;
}
// GameFrameworkComponentManager ModularGameplay.Default__GameFrameworkComponentManager
// (Public, ClassDefaultObject, ArchetypeObject)
class UGameFrameworkComponentManager* UGameFrameworkComponentManager::GetDefaultObj()
{
static class UGameFrameworkComponentManager* Default = nullptr;
if (!Default)
Default = static_cast<UGameFrameworkComponentManager*>(UGameFrameworkComponentManager::StaticClass()->DefaultObject);
return Default;
}
// Function ModularGameplay.GameFrameworkComponentManager.UnregisterClassInitStateDelegate
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TSoftClassPtr<class AActor> ActorClass (Parm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// FDelegateProperty_ DelegateToRemove (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UGameFrameworkComponentManager::UnregisterClassInitStateDelegate(TSoftClassPtr<class AActor> ActorClass, FDelegateProperty_ DelegateToRemove)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("GameFrameworkComponentManager", "UnregisterClassInitStateDelegate");
Params::UGameFrameworkComponentManager_UnregisterClassInitStateDelegate_Params Parms{};
Parms.ActorClass = ActorClass;
Parms.DelegateToRemove = DelegateToRemove;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function ModularGameplay.GameFrameworkComponentManager.UnregisterActorInitStateDelegate
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* Actor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// FDelegateProperty_ DelegateToRemove (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UGameFrameworkComponentManager::UnregisterActorInitStateDelegate(class AActor* Actor, FDelegateProperty_ DelegateToRemove)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("GameFrameworkComponentManager", "UnregisterActorInitStateDelegate");
Params::UGameFrameworkComponentManager_UnregisterActorInitStateDelegate_Params Parms{};
Parms.Actor = Actor;
Parms.DelegateToRemove = DelegateToRemove;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function ModularGameplay.GameFrameworkComponentManager.SendExtensionEvent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* Receiver (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName EventName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bOnlyInGameWorlds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UGameFrameworkComponentManager::SendExtensionEvent(class AActor* Receiver, class FName EventName, bool bOnlyInGameWorlds)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("GameFrameworkComponentManager", "SendExtensionEvent");
Params::UGameFrameworkComponentManager_SendExtensionEvent_Params Parms{};
Parms.Receiver = Receiver;
Parms.EventName = EventName;
Parms.bOnlyInGameWorlds = bOnlyInGameWorlds;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function ModularGameplay.GameFrameworkComponentManager.RemoveReceiver
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* Receiver (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UGameFrameworkComponentManager::RemoveReceiver(class AActor* Receiver)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("GameFrameworkComponentManager", "RemoveReceiver");
Params::UGameFrameworkComponentManager_RemoveReceiver_Params Parms{};
Parms.Receiver = Receiver;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Function ModularGameplay.GameFrameworkComponentManager.RegisterAndCallForClassInitState
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// TSoftClassPtr<class AActor> ActorClass (Parm, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName FeatureName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag RequiredState (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// FDelegateProperty_ Delegate (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bCallImmediately (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UGameFrameworkComponentManager::RegisterAndCallForClassInitState(TSoftClassPtr<class AActor> ActorClass, class FName FeatureName, const struct FGameplayTag& RequiredState, FDelegateProperty_ Delegate, bool bCallImmediately)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("GameFrameworkComponentManager", "RegisterAndCallForClassInitState");
Params::UGameFrameworkComponentManager_RegisterAndCallForClassInitState_Params Parms{};
Parms.ActorClass = ActorClass;
Parms.FeatureName = FeatureName;
Parms.RequiredState = RequiredState;
Parms.Delegate = Delegate;
Parms.bCallImmediately = bCallImmediately;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function ModularGameplay.GameFrameworkComponentManager.RegisterAndCallForActorInitState
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* Actor (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// class FName FeatureName (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// struct FGameplayTag RequiredState (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// FDelegateProperty_ Delegate (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bCallImmediately (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool UGameFrameworkComponentManager::RegisterAndCallForActorInitState(class AActor* Actor, class FName FeatureName, const struct FGameplayTag& RequiredState, FDelegateProperty_ Delegate, bool bCallImmediately)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("GameFrameworkComponentManager", "RegisterAndCallForActorInitState");
Params::UGameFrameworkComponentManager_RegisterAndCallForActorInitState_Params Parms{};
Parms.Actor = Actor;
Parms.FeatureName = FeatureName;
Parms.RequiredState = RequiredState;
Parms.Delegate = Delegate;
Parms.bCallImmediately = bCallImmediately;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function ModularGameplay.GameFrameworkComponentManager.AddReceiver
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* Receiver (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bAddOnlyInGameWorlds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, HasGetValueTypeHash, NativeAccessSpecifierPublic)
void UGameFrameworkComponentManager::AddReceiver(class AActor* Receiver, bool bAddOnlyInGameWorlds)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("GameFrameworkComponentManager", "AddReceiver");
Params::UGameFrameworkComponentManager_AddReceiver_Params Parms{};
Parms.Receiver = Receiver;
Parms.bAddOnlyInGameWorlds = bAddOnlyInGameWorlds;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
}
// Class ModularGameplay.GameFrameworkInitStateInterface
// (None)
class UClass* IGameFrameworkInitStateInterface::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("GameFrameworkInitStateInterface");
return Clss;
}
// GameFrameworkInitStateInterface ModularGameplay.Default__GameFrameworkInitStateInterface
// (Public, ClassDefaultObject, ArchetypeObject)
class IGameFrameworkInitStateInterface* IGameFrameworkInitStateInterface::GetDefaultObj()
{
static class IGameFrameworkInitStateInterface* Default = nullptr;
if (!Default)
Default = static_cast<IGameFrameworkInitStateInterface*>(IGameFrameworkInitStateInterface::StaticClass()->DefaultObject);
return Default;
}
// Function ModularGameplay.GameFrameworkInitStateInterface.UnregisterInitStateDelegate
// (Native, Public, BlueprintCallable)
// Parameters:
// FDelegateProperty_ Delegate (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool IGameFrameworkInitStateInterface::UnregisterInitStateDelegate(FDelegateProperty_ Delegate)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("GameFrameworkInitStateInterface", "UnregisterInitStateDelegate");
Params::IGameFrameworkInitStateInterface_UnregisterInitStateDelegate_Params Parms{};
Parms.Delegate = Delegate;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function ModularGameplay.GameFrameworkInitStateInterface.RegisterAndCallForInitStateChange
// (Native, Public, BlueprintCallable)
// Parameters:
// struct FGameplayTag RequiredState (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// FDelegateProperty_ Delegate (Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool bCallImmediately (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool IGameFrameworkInitStateInterface::RegisterAndCallForInitStateChange(const struct FGameplayTag& RequiredState, FDelegateProperty_ Delegate, bool bCallImmediately)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("GameFrameworkInitStateInterface", "RegisterAndCallForInitStateChange");
Params::IGameFrameworkInitStateInterface_RegisterAndCallForInitStateChange_Params Parms{};
Parms.RequiredState = RequiredState;
Parms.Delegate = Delegate;
Parms.bCallImmediately = bCallImmediately;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function ModularGameplay.GameFrameworkInitStateInterface.HasReachedInitState
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTag DesiredState (Parm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
bool IGameFrameworkInitStateInterface::HasReachedInitState(const struct FGameplayTag& DesiredState)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("GameFrameworkInitStateInterface", "HasReachedInitState");
Params::IGameFrameworkInitStateInterface_HasReachedInitState_Params Parms{};
Parms.DesiredState = DesiredState;
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function ModularGameplay.GameFrameworkInitStateInterface.GetInitState
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// struct FGameplayTag ReturnValue (Parm, OutParm, ReturnParm, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
struct FGameplayTag IGameFrameworkInitStateInterface::GetInitState()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("GameFrameworkInitStateInterface", "GetInitState");
Params::IGameFrameworkInitStateInterface_GetInitState_Params Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Function ModularGameplay.GameFrameworkInitStateInterface.GetFeatureName
// (Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class FName ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
class FName IGameFrameworkInitStateInterface::GetFeatureName()
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("GameFrameworkInitStateInterface", "GetFeatureName");
Params::IGameFrameworkInitStateInterface_GetFeatureName_Params Parms{};
auto Flgs = Func->FunctionFlags;
Func->FunctionFlags |= 0x400;
UObject::ProcessEvent(Func, &Parms);
Func->FunctionFlags = Flgs;
return Parms.ReturnValue;
}
// Class ModularGameplay.GameStateComponent
// (None)
class UClass* UGameStateComponent::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("GameStateComponent");
return Clss;
}
// GameStateComponent ModularGameplay.Default__GameStateComponent
// (Public, ClassDefaultObject, ArchetypeObject)
class UGameStateComponent* UGameStateComponent::GetDefaultObj()
{
static class UGameStateComponent* Default = nullptr;
if (!Default)
Default = static_cast<UGameStateComponent*>(UGameStateComponent::StaticClass()->DefaultObject);
return Default;
}
// Class ModularGameplay.PawnComponent
// (None)
class UClass* UPawnComponent::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("PawnComponent");
return Clss;
}
// PawnComponent ModularGameplay.Default__PawnComponent
// (Public, ClassDefaultObject, ArchetypeObject)
class UPawnComponent* UPawnComponent::GetDefaultObj()
{
static class UPawnComponent* Default = nullptr;
if (!Default)
Default = static_cast<UPawnComponent*>(UPawnComponent::StaticClass()->DefaultObject);
return Default;
}
// Class ModularGameplay.PlayerStateComponent
// (None)
class UClass* UPlayerStateComponent::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("PlayerStateComponent");
return Clss;
}
// PlayerStateComponent ModularGameplay.Default__PlayerStateComponent
// (Public, ClassDefaultObject, ArchetypeObject)
class UPlayerStateComponent* UPlayerStateComponent::GetDefaultObj()
{
static class UPlayerStateComponent* Default = nullptr;
if (!Default)
Default = static_cast<UPlayerStateComponent*>(UPlayerStateComponent::StaticClass()->DefaultObject);
return Default;
}
}