mirror of
https://github.com/ApfelTeeSaft/Alphanium.git
synced 2026-08-28 03:23:35 +00:00
161 lines
4.1 KiB
C++
161 lines
4.1 KiB
C++
#pragma once
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/*
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* SDK generated by Dumper-7
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*
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* https://github.com/Encryqed/Dumper-7
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*/
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// Package: B_Assault_Raygun_Auto
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#include "Basic.hpp"
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#include "B_Assault_Raygun_Auto_classes.hpp"
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#include "B_Assault_Raygun_Auto_parameters.hpp"
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#pragma pack(push, 0x4)
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namespace SDK
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{
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// Function B_Assault_Raygun_Auto.B_Assault_Raygun_Auto_C.ExecuteUbergraph_B_Assault_Raygun_Auto
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// ()
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// Parameters:
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// int32 EntryPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AB_Assault_Raygun_Auto_C::ExecuteUbergraph_B_Assault_Raygun_Auto(int32 EntryPoint)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Assault_Raygun_Auto_C", "ExecuteUbergraph_B_Assault_Raygun_Auto");
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Params::B_Assault_Raygun_Auto_C_ExecuteUbergraph_B_Assault_Raygun_Auto Parms{};
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Parms.EntryPoint = EntryPoint;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function B_Assault_Raygun_Auto.B_Assault_Raygun_Auto_C.ReceiveBeginPlay
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// (Event, Public, BlueprintEvent)
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void AB_Assault_Raygun_Auto_C::ReceiveBeginPlay()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Assault_Raygun_Auto_C", "ReceiveBeginPlay");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function B_Assault_Raygun_Auto.B_Assault_Raygun_Auto_C.OnStopWeaponFireFX
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// (BlueprintCosmetic, Event, Protected, BlueprintEvent)
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void AB_Assault_Raygun_Auto_C::OnStopWeaponFireFX()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Assault_Raygun_Auto_C", "OnStopWeaponFireFX");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function B_Assault_Raygun_Auto.B_Assault_Raygun_Auto_C.OnPlayWeaponFireFX
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// (BlueprintCosmetic, Event, Protected, BlueprintEvent)
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// Parameters:
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// bool bPersistentFire (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AB_Assault_Raygun_Auto_C::OnPlayWeaponFireFX(bool bPersistentFire)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Assault_Raygun_Auto_C", "OnPlayWeaponFireFX");
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Params::B_Assault_Raygun_Auto_C_OnPlayWeaponFireFX Parms{};
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Parms.bPersistentFire = bPersistentFire;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function B_Assault_Raygun_Auto.B_Assault_Raygun_Auto_C.KnobSpeedup__UpdateFunc
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// (BlueprintEvent)
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void AB_Assault_Raygun_Auto_C::KnobSpeedup__UpdateFunc()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Assault_Raygun_Auto_C", "KnobSpeedup__UpdateFunc");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function B_Assault_Raygun_Auto.B_Assault_Raygun_Auto_C.KnobSpeedup__FinishedFunc
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// (BlueprintEvent)
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void AB_Assault_Raygun_Auto_C::KnobSpeedup__FinishedFunc()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Assault_Raygun_Auto_C", "KnobSpeedup__FinishedFunc");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function B_Assault_Raygun_Auto.B_Assault_Raygun_Auto_C.WeaponGlow__UpdateFunc
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// (BlueprintEvent)
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void AB_Assault_Raygun_Auto_C::WeaponGlow__UpdateFunc()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Assault_Raygun_Auto_C", "WeaponGlow__UpdateFunc");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function B_Assault_Raygun_Auto.B_Assault_Raygun_Auto_C.WeaponGlow__FinishedFunc
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// (BlueprintEvent)
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void AB_Assault_Raygun_Auto_C::WeaponGlow__FinishedFunc()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Assault_Raygun_Auto_C", "WeaponGlow__FinishedFunc");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function B_Assault_Raygun_Auto.B_Assault_Raygun_Auto_C.UserConstructionScript
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// (Event, Public, BlueprintCallable, BlueprintEvent)
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void AB_Assault_Raygun_Auto_C::UserConstructionScript()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("B_Assault_Raygun_Auto_C", "UserConstructionScript");
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UObject::ProcessEvent(Func, nullptr);
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}
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}
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#pragma pack(pop)
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