#pragma once /* * SDK generated by Dumper-7 * * https://github.com/Encryqed/Dumper-7 */ // Package: GA_Commando_NoTimeToBleed #include "Basic.hpp" #include "GA_Commando_NoTimeToBleed_classes.hpp" #include "GA_Commando_NoTimeToBleed_parameters.hpp" #pragma pack(push, 0x4) namespace SDK { // Function GA_Commando_NoTimeToBleed.GA_Commando_NoTimeToBleed_C.ExecuteUbergraph_GA_Commando_NoTimeToBleed // (HasDefaults) // Parameters: // int32 EntryPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void UGA_Commando_NoTimeToBleed_C::ExecuteUbergraph_GA_Commando_NoTimeToBleed(int32 EntryPoint) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("GA_Commando_NoTimeToBleed_C", "ExecuteUbergraph_GA_Commando_NoTimeToBleed"); Params::GA_Commando_NoTimeToBleed_C_ExecuteUbergraph_GA_Commando_NoTimeToBleed Parms{}; Parms.EntryPoint = EntryPoint; UObject::ProcessEvent(Func, &Parms); } // Function GA_Commando_NoTimeToBleed.GA_Commando_NoTimeToBleed_C.K2_ActivateAbilityFromEvent // (Event, Protected, HasOutParams, BlueprintEvent) // Parameters: // const struct FGameplayEventData& EventData_0 (ConstParm, Parm, OutParm, ReferenceParm) void UGA_Commando_NoTimeToBleed_C::K2_ActivateAbilityFromEvent(const struct FGameplayEventData& EventData_0) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("GA_Commando_NoTimeToBleed_C", "K2_ActivateAbilityFromEvent"); Params::GA_Commando_NoTimeToBleed_C_K2_ActivateAbilityFromEvent Parms{}; Parms.EventData_0 = std::move(EventData_0); UObject::ProcessEvent(Func, &Parms); } // Function GA_Commando_NoTimeToBleed.GA_Commando_NoTimeToBleed_C.ApplyHeal // (Public, HasDefaults, BlueprintCallable, BlueprintEvent) // Parameters: // class APlayerPawn_Commando_C* CommandoPawn_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor) // const class AActor* Actor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor) void UGA_Commando_NoTimeToBleed_C::ApplyHeal(class APlayerPawn_Commando_C* CommandoPawn_0, const class AActor* Actor) { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("GA_Commando_NoTimeToBleed_C", "ApplyHeal"); Params::GA_Commando_NoTimeToBleed_C_ApplyHeal Parms{}; Parms.CommandoPawn_0 = CommandoPawn_0; Parms.Actor = Actor; UObject::ProcessEvent(Func, &Parms); } // Function GA_Commando_NoTimeToBleed.GA_Commando_NoTimeToBleed_C.K2_ShouldAbilityRespondToEvent // (Event, Protected, HasOutParams, BlueprintCallable, BlueprintEvent, Const) // Parameters: // const struct FGameplayAbilityActorInfo& ActorInfo (Parm, ContainsInstancedReference) // const struct FGameplayEventData& Payload (Parm) // bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor) bool UGA_Commando_NoTimeToBleed_C::K2_ShouldAbilityRespondToEvent(const struct FGameplayAbilityActorInfo& ActorInfo, const struct FGameplayEventData& Payload) const { static class UFunction* Func = nullptr; if (Func == nullptr) Func = Class->GetFunction("GA_Commando_NoTimeToBleed_C", "K2_ShouldAbilityRespondToEvent"); Params::GA_Commando_NoTimeToBleed_C_K2_ShouldAbilityRespondToEvent Parms{}; Parms.ActorInfo = std::move(ActorInfo); Parms.Payload = std::move(Payload); UObject::ProcessEvent(Func, &Parms); return Parms.ReturnValue; } } #pragma pack(pop)