Files
Alphanium/CppSDK/SDK/B_BGA_BotTurret_functions.cpp

581 lines
20 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: B_BGA_BotTurret
#include "Basic.hpp"
#include "B_BGA_BotTurret_classes.hpp"
#include "B_BGA_BotTurret_parameters.hpp"
#pragma pack(push, 0x4)
namespace SDK
{
// Function B_BGA_BotTurret.B_BGA_BotTurret_C.ExecuteUbergraph_B_BGA_BotTurret
// (HasDefaults)
// Parameters:
// int32 EntryPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_BGA_BotTurret_C::ExecuteUbergraph_B_BGA_BotTurret(int32 EntryPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_BotTurret_C", "ExecuteUbergraph_B_BGA_BotTurret");
Params::B_BGA_BotTurret_C_ExecuteUbergraph_B_BGA_BotTurret Parms{};
Parms.EntryPoint = EntryPoint;
UObject::ProcessEvent(Func, &Parms);
}
// Function B_BGA_BotTurret.B_BGA_BotTurret_C.AttemptFire
// (BlueprintCallable, BlueprintEvent)
void AB_BGA_BotTurret_C::AttemptFire()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_BotTurret_C", "AttemptFire");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_BGA_BotTurret.B_BGA_BotTurret_C.OnDeathServer
// (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 AB_BGA_BotTurret_C::OnDeathServer(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("B_BGA_BotTurret_C", "OnDeathServer");
Params::B_BGA_BotTurret_C_OnDeathServer 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 B_BGA_BotTurret.B_BGA_BotTurret_C.BndEvt__Sphere_ViewRadius_Collision_K2Node_ComponentBoundEvent_439_ComponentEndOverlapSignature__DelegateSignature
// (BlueprintEvent)
// Parameters:
// class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_BGA_BotTurret_C::BndEvt__Sphere_ViewRadius_Collision_K2Node_ComponentBoundEvent_439_ComponentEndOverlapSignature__DelegateSignature(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_BotTurret_C", "BndEvt__Sphere_ViewRadius_Collision_K2Node_ComponentBoundEvent_439_ComponentEndOverlapSignature__DelegateSignature");
Params::B_BGA_BotTurret_C_BndEvt__Sphere_ViewRadius_Collision_K2Node_ComponentBoundEvent_439_ComponentEndOverlapSignature__DelegateSignature Parms{};
Parms.OtherActor = OtherActor;
Parms.OtherComp = OtherComp;
Parms.OtherBodyIndex = OtherBodyIndex;
UObject::ProcessEvent(Func, &Parms);
}
// Function B_BGA_BotTurret.B_BGA_BotTurret_C.BndEvt__Sphere_ViewRadius_Collision_K2Node_ComponentBoundEvent_276_ComponentBeginOverlapSignature__DelegateSignature
// (HasOutParams, BlueprintEvent)
// Parameters:
// class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// bool bFromSweep (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FHitResult& SweepResult (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference)
void AB_BGA_BotTurret_C::BndEvt__Sphere_ViewRadius_Collision_K2Node_ComponentBoundEvent_276_ComponentBeginOverlapSignature__DelegateSignature(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_BotTurret_C", "BndEvt__Sphere_ViewRadius_Collision_K2Node_ComponentBoundEvent_276_ComponentBeginOverlapSignature__DelegateSignature");
Params::B_BGA_BotTurret_C_BndEvt__Sphere_ViewRadius_Collision_K2Node_ComponentBoundEvent_276_ComponentBeginOverlapSignature__DelegateSignature Parms{};
Parms.OtherActor = OtherActor;
Parms.OtherComp = OtherComp;
Parms.OtherBodyIndex = OtherBodyIndex;
Parms.bFromSweep = bFromSweep;
Parms.SweepResult = std::move(SweepResult);
UObject::ProcessEvent(Func, &Parms);
}
// Function B_BGA_BotTurret.B_BGA_BotTurret_C.ReceiveTick
// (Event, Public, BlueprintEvent)
// Parameters:
// float DeltaSeconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_BGA_BotTurret_C::ReceiveTick(float DeltaSeconds)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_BotTurret_C", "ReceiveTick");
Params::B_BGA_BotTurret_C_ReceiveTick Parms{};
Parms.DeltaSeconds = DeltaSeconds;
UObject::ProcessEvent(Func, &Parms);
}
// Function B_BGA_BotTurret.B_BGA_BotTurret_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 AB_BGA_BotTurret_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("B_BGA_BotTurret_C", "OnDamageServer");
Params::B_BGA_BotTurret_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 B_BGA_BotTurret.B_BGA_BotTurret_C.Bot_Explode
// (Net, NetMulticast, BlueprintCallable, BlueprintEvent)
void AB_BGA_BotTurret_C::Bot_Explode()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_BotTurret_C", "Bot_Explode");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_BGA_BotTurret.B_BGA_BotTurret_C.PassBotInfo
// (Net, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// float WarmupTime_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// float BotDuration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// float FireRate_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// float Radius (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_BGA_BotTurret_C::PassBotInfo(float WarmupTime_0, float BotDuration, float FireRate_0, float Radius)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_BotTurret_C", "PassBotInfo");
Params::B_BGA_BotTurret_C_PassBotInfo Parms{};
Parms.WarmupTime_0 = WarmupTime_0;
Parms.BotDuration = BotDuration;
Parms.FireRate_0 = FireRate_0;
Parms.Radius = Radius;
UObject::ProcessEvent(Func, &Parms);
}
// Function B_BGA_BotTurret.B_BGA_BotTurret_C.ReceiveBeginPlay
// (Event, Public, BlueprintEvent)
void AB_BGA_BotTurret_C::ReceiveBeginPlay()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_BotTurret_C", "ReceiveBeginPlay");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_BGA_BotTurret.B_BGA_BotTurret_C.Timeline_2__UpdateFunc
// (BlueprintEvent)
void AB_BGA_BotTurret_C::Timeline_2__UpdateFunc()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_BotTurret_C", "Timeline_2__UpdateFunc");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_BGA_BotTurret.B_BGA_BotTurret_C.Timeline_2__FinishedFunc
// (BlueprintEvent)
void AB_BGA_BotTurret_C::Timeline_2__FinishedFunc()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_BotTurret_C", "Timeline_2__FinishedFunc");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_BGA_BotTurret.B_BGA_BotTurret_C.Timeline_0__UpdateFunc
// (BlueprintEvent)
void AB_BGA_BotTurret_C::Timeline_0__UpdateFunc()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_BotTurret_C", "Timeline_0__UpdateFunc");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_BGA_BotTurret.B_BGA_BotTurret_C.Timeline_0__FinishedFunc
// (BlueprintEvent)
void AB_BGA_BotTurret_C::Timeline_0__FinishedFunc()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_BotTurret_C", "Timeline_0__FinishedFunc");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_BGA_BotTurret.B_BGA_BotTurret_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)
void AB_BGA_BotTurret_C::UserConstructionScript()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_BotTurret_C", "UserConstructionScript");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_BGA_BotTurret.B_BGA_BotTurret_C.OnRep_Target_Location
// (BlueprintCallable, BlueprintEvent)
void AB_BGA_BotTurret_C::OnRep_Target_Location()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_BotTurret_C", "OnRep_Target_Location");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_BGA_BotTurret.B_BGA_BotTurret_C.OnRep_ShootingGun
// (BlueprintCallable, BlueprintEvent)
void AB_BGA_BotTurret_C::OnRep_ShootingGun()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_BotTurret_C", "OnRep_ShootingGun");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_BGA_BotTurret.B_BGA_BotTurret_C.OnRep_NewVar0
// (BlueprintCallable, BlueprintEvent)
void AB_BGA_BotTurret_C::OnRep_NewVar0()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_BotTurret_C", "OnRep_NewVar0");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_BGA_BotTurret.B_BGA_BotTurret_C.Perform_Bot_Rotation
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* LookAtActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_BGA_BotTurret_C::Perform_Bot_Rotation(class AActor* LookAtActor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_BotTurret_C", "Perform_Bot_Rotation");
Params::B_BGA_BotTurret_C_Perform_Bot_Rotation Parms{};
Parms.LookAtActor = LookAtActor;
UObject::ProcessEvent(Func, &Parms);
}
// Function B_BGA_BotTurret.B_BGA_BotTurret_C.OnNewPotentialTargetTouched
// (Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPawn* PotentialTargetPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_BGA_BotTurret_C::OnNewPotentialTargetTouched(class AFortPawn* PotentialTargetPawn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_BotTurret_C", "OnNewPotentialTargetTouched");
Params::B_BGA_BotTurret_C_OnNewPotentialTargetTouched Parms{};
Parms.PotentialTargetPawn = PotentialTargetPawn;
UObject::ProcessEvent(Func, &Parms);
}
// Function B_BGA_BotTurret.B_BGA_BotTurret_C.IsValidTarget
// (Protected, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPawn* PotentialTarget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// bool IncludeSimpleRangeCheck (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// bool IncludeFireLimitCheck (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// bool IncludeObstructionCheck (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// bool* ValidTarget (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_BGA_BotTurret_C::IsValidTarget(class AFortPawn* PotentialTarget, bool IncludeSimpleRangeCheck, bool IncludeFireLimitCheck, bool IncludeObstructionCheck, bool* ValidTarget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_BotTurret_C", "IsValidTarget");
Params::B_BGA_BotTurret_C_IsValidTarget Parms{};
Parms.PotentialTarget = PotentialTarget;
Parms.IncludeSimpleRangeCheck = IncludeSimpleRangeCheck;
Parms.IncludeFireLimitCheck = IncludeFireLimitCheck;
Parms.IncludeObstructionCheck = IncludeObstructionCheck;
UObject::ProcessEvent(Func, &Parms);
if (ValidTarget != nullptr)
*ValidTarget = Parms.ValidTarget;
}
// Function B_BGA_BotTurret.B_BGA_BotTurret_C.SetTrackingTarget
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPawn* Target (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_BGA_BotTurret_C::SetTrackingTarget(class AFortPawn* Target)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_BotTurret_C", "SetTrackingTarget");
Params::B_BGA_BotTurret_C_SetTrackingTarget Parms{};
Parms.Target = Target;
UObject::ProcessEvent(Func, &Parms);
}
// Function B_BGA_BotTurret.B_BGA_BotTurret_C.SetTargetAcquisitionTimer
// (Protected, HasDefaults, BlueprintCallable, BlueprintEvent)
void AB_BGA_BotTurret_C::SetTargetAcquisitionTimer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_BotTurret_C", "SetTargetAcquisitionTimer");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_BGA_BotTurret.B_BGA_BotTurret_C.ClearTargetAcquisitionTimer
// (Public, BlueprintCallable, BlueprintEvent)
void AB_BGA_BotTurret_C::ClearTargetAcquisitionTimer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_BotTurret_C", "ClearTargetAcquisitionTimer");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_BGA_BotTurret.B_BGA_BotTurret_C.ClearFiringTimer
// (Protected, BlueprintCallable, BlueprintEvent)
void AB_BGA_BotTurret_C::ClearFiringTimer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_BotTurret_C", "ClearFiringTimer");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_BGA_BotTurret.B_BGA_BotTurret_C.OnPotentialTargetUntouched
// (Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPawn* UntouchedPotentialTarget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_BGA_BotTurret_C::OnPotentialTargetUntouched(class AFortPawn* UntouchedPotentialTarget)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_BotTurret_C", "OnPotentialTargetUntouched");
Params::B_BGA_BotTurret_C_OnPotentialTargetUntouched Parms{};
Parms.UntouchedPotentialTarget = UntouchedPotentialTarget;
UObject::ProcessEvent(Func, &Parms);
}
// Function B_BGA_BotTurret.B_BGA_BotTurret_C.SetFiringTimer
// (Protected, HasDefaults, BlueprintCallable, BlueprintEvent)
void AB_BGA_BotTurret_C::SetFiringTimer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_BotTurret_C", "SetFiringTimer");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_BGA_BotTurret.B_BGA_BotTurret_C.AttemptAcquireTarget
// (Public, BlueprintCallable, BlueprintEvent)
void AB_BGA_BotTurret_C::AttemptAcquireTarget()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_BotTurret_C", "AttemptAcquireTarget");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_BGA_BotTurret.B_BGA_BotTurret_C.UpdateScannerRay
// (Public, BlueprintCallable, BlueprintEvent)
void AB_BGA_BotTurret_C::UpdateScannerRay()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_BotTurret_C", "UpdateScannerRay");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_BGA_BotTurret.B_BGA_BotTurret_C.SetTeamColorsVFX
// (Public, BlueprintCallable, BlueprintEvent)
void AB_BGA_BotTurret_C::SetTeamColorsVFX()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_BotTurret_C", "SetTeamColorsVFX");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_BGA_BotTurret.B_BGA_BotTurret_C.OnRep_Left_Right_Gun
// (BlueprintCallable, BlueprintEvent)
void AB_BGA_BotTurret_C::OnRep_Left_Right_Gun()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_BGA_BotTurret_C", "OnRep_Left_Right_Gun");
UObject::ProcessEvent(Func, nullptr);
}
}
#pragma pack(pop)