#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: Car_Copper #include "Basic.hpp" #include "Car_Copper_classes.hpp" #include "Car_Copper_parameters.hpp" #pragma pack(push, 0x4) namespace SDK { // Function Car_Copper.Car_Copper_C.ExecuteUbergraph_Car_Copper // (HasDefaults) // Parameters: // int32 EntryPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void ACar_Copper_C::ExecuteUbergraph_Car_Copper(int32 EntryPoint) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Car_Copper_C", "ExecuteUbergraph_Car_Copper"); Params::Car_Copper_C_ExecuteUbergraph_Car_Copper Parms{}; Parms.EntryPoint = EntryPoint; UObject::ProcessEvent(Func, &Parms); } // Function Car_Copper.Car_Copper_C.OnDamageServer // (BlueprintAuthorityOnly, Event, Public, HasOutParams, BlueprintEvent) // Parameters: // float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm) // const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference) // class AController* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayEffectContextHandle&EffectContext (Parm) void ACar_Copper_C::OnDamageServer(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AController* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Car_Copper_C", "OnDamageServer"); Params::Car_Copper_C_OnDamageServer Parms{}; Parms.Damage = Damage; Parms.DamageTags = std::move(DamageTags); Parms.Momentum = std::move(Momentum); Parms.HitInfo = std::move(HitInfo); Parms.InstigatedBy = InstigatedBy; Parms.DamageCauser = DamageCauser; Parms.EffectContext = std::move(EffectContext); UObject::ProcessEvent(Func, &Parms); } // Function Car_Copper.Car_Copper_C.ReceiveEndPlay // (Event, Public, BlueprintEvent) // Parameters: // EEndPlayReason EndPlayReason (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void ACar_Copper_C::ReceiveEndPlay(EEndPlayReason EndPlayReason) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Car_Copper_C", "ReceiveEndPlay"); Params::Car_Copper_C_ReceiveEndPlay Parms{}; Parms.EndPlayReason = EndPlayReason; UObject::ProcessEvent(Func, &Parms); } // Function Car_Copper.Car_Copper_C.OnDamagePlayEffects // (BlueprintCosmetic, Event, Public, HasOutParams, BlueprintEvent) // Parameters: // float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm) // const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference) // class AFortPawn* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayEffectContextHandle&EffectContext (Parm) void ACar_Copper_C::OnDamagePlayEffects(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AFortPawn* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Car_Copper_C", "OnDamagePlayEffects"); Params::Car_Copper_C_OnDamagePlayEffects Parms{}; Parms.Damage = Damage; Parms.DamageTags = std::move(DamageTags); Parms.Momentum = std::move(Momentum); Parms.HitInfo = std::move(HitInfo); Parms.InstigatedBy = InstigatedBy; Parms.DamageCauser = DamageCauser; Parms.EffectContext = std::move(EffectContext); UObject::ProcessEvent(Func, &Parms); } // Function Car_Copper.Car_Copper_C.OnDeathPlayEffects // (BlueprintCosmetic, Event, Public, HasOutParams, BlueprintEvent) // Parameters: // float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm) // const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference) // class AFortPawn* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FGameplayEffectContextHandle&EffectContext (Parm) void ACar_Copper_C::OnDeathPlayEffects(float Damage, const struct FGameplayTagContainer& DamageTags, const struct FVector& Momentum, const struct FHitResult& HitInfo, class AFortPawn* InstigatedBy, class AActor* DamageCauser, const struct FGameplayEffectContextHandle& EffectContext) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Car_Copper_C", "OnDeathPlayEffects"); Params::Car_Copper_C_OnDeathPlayEffects Parms{}; Parms.Damage = Damage; Parms.DamageTags = std::move(DamageTags); Parms.Momentum = std::move(Momentum); Parms.HitInfo = std::move(HitInfo); Parms.InstigatedBy = InstigatedBy; Parms.DamageCauser = DamageCauser; Parms.EffectContext = std::move(EffectContext); UObject::ProcessEvent(Func, &Parms); } // Function Car_Copper.Car_Copper_C.TriggerLowHealthParticleEffect // (BlueprintCallable, BlueprintEvent) void ACar_Copper_C::TriggerLowHealthParticleEffect() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Car_Copper_C", "TriggerLowHealthParticleEffect"); UObject::ProcessEvent(Func, nullptr); } // Function Car_Copper.Car_Copper_C.FadeSirenLight // (BlueprintCallable, BlueprintEvent) void ACar_Copper_C::FadeSirenLight() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Car_Copper_C", "FadeSirenLight"); UObject::ProcessEvent(Func, nullptr); } // Function Car_Copper.Car_Copper_C.StartSirenLight // (BlueprintCallable, BlueprintEvent) void ACar_Copper_C::StartSirenLight() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Car_Copper_C", "StartSirenLight"); UObject::ProcessEvent(Func, nullptr); } // Function Car_Copper.Car_Copper_C.ReceiveHit // (Event, Public, HasOutParams, BlueprintEvent) // Parameters: // class UPrimitiveComponent* MyComp (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // class AActor* Other (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // bool bSelfMoved (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FVector& HitLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FVector& HitNormal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FVector& NormalImpulse (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference) void ACar_Copper_C::ReceiveHit(class UPrimitiveComponent* MyComp, class AActor* Other, class UPrimitiveComponent* OtherComp, bool bSelfMoved, const struct FVector& HitLocation, const struct FVector& HitNormal, const struct FVector& NormalImpulse, const struct FHitResult& Hit) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Car_Copper_C", "ReceiveHit"); Params::Car_Copper_C_ReceiveHit Parms{}; Parms.MyComp = MyComp; Parms.Other = Other; Parms.OtherComp = OtherComp; Parms.bSelfMoved = bSelfMoved; Parms.HitLocation = std::move(HitLocation); Parms.HitNormal = std::move(HitNormal); Parms.NormalImpulse = std::move(NormalImpulse); Parms.Hit = std::move(Hit); UObject::ProcessEvent(Func, &Parms); } // Function Car_Copper.Car_Copper_C.ReceiveBeginPlay // (Event, Public, BlueprintEvent) void ACar_Copper_C::ReceiveBeginPlay() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Car_Copper_C", "ReceiveBeginPlay"); UObject::ProcessEvent(Func, nullptr); } // Function Car_Copper.Car_Copper_C.Timeline_2__FireOffNoise__EventFunc // (BlueprintEvent) void ACar_Copper_C::Timeline_2__FireOffNoise__EventFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Car_Copper_C", "Timeline_2__FireOffNoise__EventFunc"); UObject::ProcessEvent(Func, nullptr); } // Function Car_Copper.Car_Copper_C.Timeline_2__UpdateFunc // (BlueprintEvent) void ACar_Copper_C::Timeline_2__UpdateFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Car_Copper_C", "Timeline_2__UpdateFunc"); UObject::ProcessEvent(Func, nullptr); } // Function Car_Copper.Car_Copper_C.Timeline_2__FinishedFunc // (BlueprintEvent) void ACar_Copper_C::Timeline_2__FinishedFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Car_Copper_C", "Timeline_2__FinishedFunc"); UObject::ProcessEvent(Func, nullptr); } // Function Car_Copper.Car_Copper_C.BounceCar__UpdateFunc // (BlueprintEvent) void ACar_Copper_C::BounceCar__UpdateFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Car_Copper_C", "BounceCar__UpdateFunc"); UObject::ProcessEvent(Func, nullptr); } // Function Car_Copper.Car_Copper_C.BounceCar__FinishedFunc // (BlueprintEvent) void ACar_Copper_C::BounceCar__FinishedFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Car_Copper_C", "BounceCar__FinishedFunc"); UObject::ProcessEvent(Func, nullptr); } // Function Car_Copper.Car_Copper_C.Timeline_0__UpdateFunc // (BlueprintEvent) void ACar_Copper_C::Timeline_0__UpdateFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Car_Copper_C", "Timeline_0__UpdateFunc"); UObject::ProcessEvent(Func, nullptr); } // Function Car_Copper.Car_Copper_C.Timeline_0__FinishedFunc // (BlueprintEvent) void ACar_Copper_C::Timeline_0__FinishedFunc() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Car_Copper_C", "Timeline_0__FinishedFunc"); UObject::ProcessEvent(Func, nullptr); } // Function Car_Copper.Car_Copper_C.UserConstructionScript // (Event, Public, BlueprintCallable, BlueprintEvent) void ACar_Copper_C::UserConstructionScript() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Car_Copper_C", "UserConstructionScript"); UObject::ProcessEvent(Func, nullptr); } // Function Car_Copper.Car_Copper_C.StopCarAlarmFromPlaying // (BlueprintCallable, BlueprintEvent) void ACar_Copper_C::StopCarAlarmFromPlaying() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Car_Copper_C", "StopCarAlarmFromPlaying"); UObject::ProcessEvent(Func, nullptr); } // Function Car_Copper.Car_Copper_C.setcanmakebouncingnoisetrue // (BlueprintCallable, BlueprintEvent) void ACar_Copper_C::setcanmakebouncingnoisetrue() { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("Car_Copper_C", "setcanmakebouncingnoisetrue"); UObject::ProcessEvent(Func, nullptr); } } #pragma pack(pop)