#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: B_Assault_Raygun_Auto #include "Basic.hpp" #include "B_Assault_Raygun_Auto_classes.hpp" #include "B_Assault_Raygun_Auto_parameters.hpp" #pragma pack(push, 0x4) namespace SDK { // Function B_Assault_Raygun_Auto.B_Assault_Raygun_Auto_C.ExecuteUbergraph_B_Assault_Raygun_Auto // () // Parameters: // int32 EntryPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void AB_Assault_Raygun_Auto_C::ExecuteUbergraph_B_Assault_Raygun_Auto(int32 EntryPoint) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("B_Assault_Raygun_Auto_C", "ExecuteUbergraph_B_Assault_Raygun_Auto"); Params::B_Assault_Raygun_Auto_C_ExecuteUbergraph_B_Assault_Raygun_Auto Parms{}; Parms.EntryPoint = EntryPoint; UObject::ProcessEvent(Func, &Parms); } // Function B_Assault_Raygun_Auto.B_Assault_Raygun_Auto_C.ReceiveBeginPlay // (Event, Public, BlueprintEvent) void AB_Assault_Raygun_Auto_C::ReceiveBeginPlay() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("B_Assault_Raygun_Auto_C", "ReceiveBeginPlay"); UObject::ProcessEvent(Func, nullptr); } // Function B_Assault_Raygun_Auto.B_Assault_Raygun_Auto_C.OnStopWeaponFireFX // (BlueprintCosmetic, Event, Protected, BlueprintEvent) void AB_Assault_Raygun_Auto_C::OnStopWeaponFireFX() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("B_Assault_Raygun_Auto_C", "OnStopWeaponFireFX"); UObject::ProcessEvent(Func, nullptr); } // Function B_Assault_Raygun_Auto.B_Assault_Raygun_Auto_C.OnPlayWeaponFireFX // (BlueprintCosmetic, Event, Protected, BlueprintEvent) // Parameters: // bool bPersistentFire (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void AB_Assault_Raygun_Auto_C::OnPlayWeaponFireFX(bool bPersistentFire) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("B_Assault_Raygun_Auto_C", "OnPlayWeaponFireFX"); Params::B_Assault_Raygun_Auto_C_OnPlayWeaponFireFX Parms{}; Parms.bPersistentFire = bPersistentFire; UObject::ProcessEvent(Func, &Parms); } // Function B_Assault_Raygun_Auto.B_Assault_Raygun_Auto_C.KnobSpeedup__UpdateFunc // (BlueprintEvent) void AB_Assault_Raygun_Auto_C::KnobSpeedup__UpdateFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("B_Assault_Raygun_Auto_C", "KnobSpeedup__UpdateFunc"); UObject::ProcessEvent(Func, nullptr); } // Function B_Assault_Raygun_Auto.B_Assault_Raygun_Auto_C.KnobSpeedup__FinishedFunc // (BlueprintEvent) void AB_Assault_Raygun_Auto_C::KnobSpeedup__FinishedFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("B_Assault_Raygun_Auto_C", "KnobSpeedup__FinishedFunc"); UObject::ProcessEvent(Func, nullptr); } // Function B_Assault_Raygun_Auto.B_Assault_Raygun_Auto_C.WeaponGlow__UpdateFunc // (BlueprintEvent) void AB_Assault_Raygun_Auto_C::WeaponGlow__UpdateFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("B_Assault_Raygun_Auto_C", "WeaponGlow__UpdateFunc"); UObject::ProcessEvent(Func, nullptr); } // Function B_Assault_Raygun_Auto.B_Assault_Raygun_Auto_C.WeaponGlow__FinishedFunc // (BlueprintEvent) void AB_Assault_Raygun_Auto_C::WeaponGlow__FinishedFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("B_Assault_Raygun_Auto_C", "WeaponGlow__FinishedFunc"); UObject::ProcessEvent(Func, nullptr); } // Function B_Assault_Raygun_Auto.B_Assault_Raygun_Auto_C.UserConstructionScript // (Event, Public, BlueprintCallable, BlueprintEvent) void AB_Assault_Raygun_Auto_C::UserConstructionScript() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("B_Assault_Raygun_Auto_C", "UserConstructionScript"); UObject::ProcessEvent(Func, nullptr); } } #pragma pack(pop)