Files
Alphanium/CppSDK/SDK/B_Assault_Raygun_Auto_functions.cpp

161 lines
4.1 KiB
C++

#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)