mirror of
https://github.com/ApfelTeeSaft/Alphanium.git
synced 2026-08-27 03:33:27 +00:00
722 lines
27 KiB
C++
722 lines
27 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_BGA_SentryGun
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#include "Basic.hpp"
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#include "B_BGA_SentryGun_classes.hpp"
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#include "B_BGA_SentryGun_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_BGA_SentryGun.B_BGA_SentryGun_C.ExecuteUbergraph_B_BGA_SentryGun
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// (HasDefaults)
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// Parameters:
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// int32 EntryPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AB_BGA_SentryGun_C::ExecuteUbergraph_B_BGA_SentryGun(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_BGA_SentryGun_C", "ExecuteUbergraph_B_BGA_SentryGun");
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Params::B_BGA_SentryGun_C_ExecuteUbergraph_B_BGA_SentryGun 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_BGA_SentryGun.B_BGA_SentryGun_C.OnBuildingActorInitialized
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// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
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// Parameters:
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// EFortBuildingInitializationReason InitializationReason (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// EFortBuildingPersistentState BuildingPersistentState (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AB_BGA_SentryGun_C::OnBuildingActorInitialized(EFortBuildingInitializationReason InitializationReason, EFortBuildingPersistentState BuildingPersistentState)
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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_BGA_SentryGun_C", "OnBuildingActorInitialized");
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Params::B_BGA_SentryGun_C_OnBuildingActorInitialized Parms{};
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Parms.InitializationReason = InitializationReason;
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Parms.BuildingPersistentState = BuildingPersistentState;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function B_BGA_SentryGun.B_BGA_SentryGun_C.BndEvt__SightRadiusSphereComponent_K2Node_ComponentBoundEvent_275_ComponentEndOverlapSignature__DelegateSignature
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// (BlueprintEvent)
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// Parameters:
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// class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AB_BGA_SentryGun_C::BndEvt__SightRadiusSphereComponent_K2Node_ComponentBoundEvent_275_ComponentEndOverlapSignature__DelegateSignature(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
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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_BGA_SentryGun_C", "BndEvt__SightRadiusSphereComponent_K2Node_ComponentBoundEvent_275_ComponentEndOverlapSignature__DelegateSignature");
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Params::B_BGA_SentryGun_C_BndEvt__SightRadiusSphereComponent_K2Node_ComponentBoundEvent_275_ComponentEndOverlapSignature__DelegateSignature Parms{};
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Parms.OtherActor = OtherActor;
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Parms.OtherComp = OtherComp;
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Parms.OtherBodyIndex = OtherBodyIndex;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function B_BGA_SentryGun.B_BGA_SentryGun_C.BndEvt__SightRadiusSphereComponent_K2Node_ComponentBoundEvent_271_ComponentBeginOverlapSignature__DelegateSignature
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// (HasOutParams, BlueprintEvent)
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// Parameters:
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// class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// bool bFromSweep (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// const struct FHitResult& SweepResult (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference)
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void AB_BGA_SentryGun_C::BndEvt__SightRadiusSphereComponent_K2Node_ComponentBoundEvent_271_ComponentBeginOverlapSignature__DelegateSignature(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult)
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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_BGA_SentryGun_C", "BndEvt__SightRadiusSphereComponent_K2Node_ComponentBoundEvent_271_ComponentBeginOverlapSignature__DelegateSignature");
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Params::B_BGA_SentryGun_C_BndEvt__SightRadiusSphereComponent_K2Node_ComponentBoundEvent_271_ComponentBeginOverlapSignature__DelegateSignature Parms{};
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Parms.OtherActor = OtherActor;
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Parms.OtherComp = OtherComp;
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Parms.OtherBodyIndex = OtherBodyIndex;
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Parms.bFromSweep = bFromSweep;
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Parms.SweepResult = std::move(SweepResult);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function B_BGA_SentryGun.B_BGA_SentryGun_C.OnDeathServer
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// (BlueprintAuthorityOnly, Event, Public, HasOutParams, BlueprintEvent)
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// Parameters:
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// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm)
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// const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference)
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// class AController* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// const struct FGameplayEffectContextHandle&EffectContext (Parm)
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void AB_BGA_SentryGun_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)
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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_BGA_SentryGun_C", "OnDeathServer");
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Params::B_BGA_SentryGun_C_OnDeathServer Parms{};
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Parms.Damage = Damage;
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Parms.DamageTags = std::move(DamageTags);
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Parms.Momentum = std::move(Momentum);
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Parms.HitInfo = std::move(HitInfo);
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Parms.InstigatedBy = InstigatedBy;
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Parms.DamageCauser = DamageCauser;
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Parms.EffectContext = std::move(EffectContext);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function B_BGA_SentryGun.B_BGA_SentryGun_C.OnDeathPlayEffects
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// (BlueprintCosmetic, Event, Public, HasOutParams, BlueprintEvent)
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// Parameters:
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// float Damage (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// const struct FGameplayTagContainer& DamageTags (ConstParm, Parm, OutParm, ReferenceParm)
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// const struct FVector& Momentum (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// const struct FHitResult& HitInfo (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference)
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// class AFortPawn* InstigatedBy (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// class AActor* DamageCauser (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// const struct FGameplayEffectContextHandle&EffectContext (Parm)
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void AB_BGA_SentryGun_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)
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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_BGA_SentryGun_C", "OnDeathPlayEffects");
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Params::B_BGA_SentryGun_C_OnDeathPlayEffects Parms{};
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Parms.Damage = Damage;
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Parms.DamageTags = std::move(DamageTags);
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Parms.Momentum = std::move(Momentum);
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Parms.HitInfo = std::move(HitInfo);
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Parms.InstigatedBy = InstigatedBy;
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Parms.DamageCauser = DamageCauser;
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Parms.EffectContext = std::move(EffectContext);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function B_BGA_SentryGun.B_BGA_SentryGun_C.GameplayCue.Abilities.Activation.Generic.SentryGun
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// const struct FGameplayCueParameters& Parameters (Parm)
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void AB_BGA_SentryGun_C::GameplayCue_Abilities_Activation_Generic_SentryGun(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
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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_BGA_SentryGun_C", "GameplayCue.Abilities.Activation.Generic.SentryGun");
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Params::B_BGA_SentryGun_C_GameplayCue_Abilities_Activation_Generic_SentryGun Parms{};
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Parms.EventType = EventType;
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Parms.Parameters = std::move(Parameters);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function B_BGA_SentryGun.B_BGA_SentryGun_C.ReceiveTick
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// (Event, Public, BlueprintEvent)
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// Parameters:
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// float DeltaSeconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AB_BGA_SentryGun_C::ReceiveTick(float DeltaSeconds)
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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_BGA_SentryGun_C", "ReceiveTick");
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Params::B_BGA_SentryGun_C_ReceiveTick Parms{};
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Parms.DeltaSeconds = DeltaSeconds;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function B_BGA_SentryGun.B_BGA_SentryGun_C.GameplayCue.Impact.Physical
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// const struct FGameplayCueParameters& Parameters (Parm)
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void AB_BGA_SentryGun_C::GameplayCue_Impact_Physical(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
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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_BGA_SentryGun_C", "GameplayCue.Impact.Physical");
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Params::B_BGA_SentryGun_C_GameplayCue_Impact_Physical Parms{};
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Parms.EventType = EventType;
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Parms.Parameters = std::move(Parameters);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function B_BGA_SentryGun.B_BGA_SentryGun_C.ReceiveBeginPlay
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// (Event, Public, BlueprintEvent)
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void AB_BGA_SentryGun_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_BGA_SentryGun_C", "ReceiveBeginPlay");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function B_BGA_SentryGun.B_BGA_SentryGun_C.UserConstructionScript
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// (Event, Public, BlueprintCallable, BlueprintEvent)
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void AB_BGA_SentryGun_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_BGA_SentryGun_C", "UserConstructionScript");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function B_BGA_SentryGun.B_BGA_SentryGun_C.InitializeMIDs
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// (Public, BlueprintCallable, BlueprintEvent)
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void AB_BGA_SentryGun_C::InitializeMIDs()
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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_BGA_SentryGun_C", "InitializeMIDs");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function B_BGA_SentryGun.B_BGA_SentryGun_C.SetTrackingTarget
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// (Public, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class AFortPawn* PawnToTrack (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AB_BGA_SentryGun_C::SetTrackingTarget(class AFortPawn* PawnToTrack)
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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_BGA_SentryGun_C", "SetTrackingTarget");
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Params::B_BGA_SentryGun_C_SetTrackingTarget Parms{};
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Parms.PawnToTrack = PawnToTrack;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function B_BGA_SentryGun.B_BGA_SentryGun_C.AttemptAcquireTarget
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// (Public, BlueprintCallable, BlueprintEvent)
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void AB_BGA_SentryGun_C::AttemptAcquireTarget()
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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_BGA_SentryGun_C", "AttemptAcquireTarget");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function B_BGA_SentryGun.B_BGA_SentryGun_C.AttemptFire
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// (Public, BlueprintCallable, BlueprintEvent)
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void AB_BGA_SentryGun_C::AttemptFire()
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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_BGA_SentryGun_C", "AttemptFire");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function B_BGA_SentryGun.B_BGA_SentryGun_C.SetFiringTimer
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// (Protected, HasDefaults, BlueprintCallable, BlueprintEvent)
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void AB_BGA_SentryGun_C::SetFiringTimer()
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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_BGA_SentryGun_C", "SetFiringTimer");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function B_BGA_SentryGun.B_BGA_SentryGun_C.SetTargetAcquisitionTimer
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// (Protected, HasDefaults, BlueprintCallable, BlueprintEvent)
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void AB_BGA_SentryGun_C::SetTargetAcquisitionTimer()
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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_BGA_SentryGun_C", "SetTargetAcquisitionTimer");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function B_BGA_SentryGun.B_BGA_SentryGun_C.PerformGunRotation
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// (Protected, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class AActor* LookAtActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// float DeltaTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AB_BGA_SentryGun_C::PerformGunRotation(class AActor* LookAtActor, float DeltaTime)
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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_BGA_SentryGun_C", "PerformGunRotation");
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Params::B_BGA_SentryGun_C_PerformGunRotation Parms{};
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Parms.LookAtActor = LookAtActor;
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Parms.DeltaTime = DeltaTime;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function B_BGA_SentryGun.B_BGA_SentryGun_C.SpawnTracer
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// (Protected, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// const struct FVector& HitLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AB_BGA_SentryGun_C::SpawnTracer(const struct FVector& HitLocation)
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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_BGA_SentryGun_C", "SpawnTracer");
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Params::B_BGA_SentryGun_C_SpawnTracer Parms{};
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Parms.HitLocation = std::move(HitLocation);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function B_BGA_SentryGun.B_BGA_SentryGun_C.SpawnImpactEffects
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// (Protected, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// const struct FVector& HitLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AB_BGA_SentryGun_C::SpawnImpactEffects(const struct FVector& HitLocation)
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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_BGA_SentryGun_C", "SpawnImpactEffects");
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Params::B_BGA_SentryGun_C_SpawnImpactEffects Parms{};
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Parms.HitLocation = std::move(HitLocation);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function B_BGA_SentryGun.B_BGA_SentryGun_C.ClearFiringTimer
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// (Protected, BlueprintCallable, BlueprintEvent)
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void AB_BGA_SentryGun_C::ClearFiringTimer()
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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_BGA_SentryGun_C", "ClearFiringTimer");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function B_BGA_SentryGun.B_BGA_SentryGun_C.ClearTargetAcquisitionTimer
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// (Protected, BlueprintCallable, BlueprintEvent)
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void AB_BGA_SentryGun_C::ClearTargetAcquisitionTimer()
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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_BGA_SentryGun_C", "ClearTargetAcquisitionTimer");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function B_BGA_SentryGun.B_BGA_SentryGun_C.ShouldFire
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// (Protected, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// bool* ShouldFire_0 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AB_BGA_SentryGun_C::ShouldFire(bool* ShouldFire_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("B_BGA_SentryGun_C", "ShouldFire");
|
|
|
|
Params::B_BGA_SentryGun_C_ShouldFire Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (ShouldFire_0 != nullptr)
|
|
*ShouldFire_0 = Parms.ShouldFire_0;
|
|
}
|
|
|
|
|
|
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.OnRep_CurAmmoCount
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void AB_BGA_SentryGun_C::OnRep_CurAmmoCount()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("B_BGA_SentryGun_C", "OnRep_CurAmmoCount");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.HasAmmo
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
|
|
// Parameters:
|
|
// bool* HasAmmo_0 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
|
|
void AB_BGA_SentryGun_C::HasAmmo(bool* HasAmmo_0)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("B_BGA_SentryGun_C", "HasAmmo");
|
|
|
|
Params::B_BGA_SentryGun_C_HasAmmo Parms{};
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (HasAmmo_0 != nullptr)
|
|
*HasAmmo_0 = Parms.HasAmmo_0;
|
|
}
|
|
|
|
|
|
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.CalcDesiredAngle
|
|
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// float InitialRelativeAngle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// float CurrentRelativeAngle (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// float AngleOffset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// float AngleClamp (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// float* DesiredAngle (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
|
|
void AB_BGA_SentryGun_C::CalcDesiredAngle(float InitialRelativeAngle, float CurrentRelativeAngle, float AngleOffset, float AngleClamp, float* DesiredAngle)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("B_BGA_SentryGun_C", "CalcDesiredAngle");
|
|
|
|
Params::B_BGA_SentryGun_C_CalcDesiredAngle Parms{};
|
|
|
|
Parms.InitialRelativeAngle = InitialRelativeAngle;
|
|
Parms.CurrentRelativeAngle = CurrentRelativeAngle;
|
|
Parms.AngleOffset = AngleOffset;
|
|
Parms.AngleClamp = AngleClamp;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (DesiredAngle != nullptr)
|
|
*DesiredAngle = Parms.DesiredAngle;
|
|
}
|
|
|
|
|
|
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.OnNewPotentialTargetTouched
|
|
// (Protected, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class AFortPawn* PotentialTargetPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
|
|
void AB_BGA_SentryGun_C::OnNewPotentialTargetTouched(class AFortPawn* PotentialTargetPawn)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("B_BGA_SentryGun_C", "OnNewPotentialTargetTouched");
|
|
|
|
Params::B_BGA_SentryGun_C_OnNewPotentialTargetTouched Parms{};
|
|
|
|
Parms.PotentialTargetPawn = PotentialTargetPawn;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.OnPotentialTargetUntouched
|
|
// (Protected, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class AFortPawn* UntouchedPotentialTarget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
|
|
void AB_BGA_SentryGun_C::OnPotentialTargetUntouched(class AFortPawn* UntouchedPotentialTarget)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("B_BGA_SentryGun_C", "OnPotentialTargetUntouched");
|
|
|
|
Params::B_BGA_SentryGun_C_OnPotentialTargetUntouched Parms{};
|
|
|
|
Parms.UntouchedPotentialTarget = UntouchedPotentialTarget;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
}
|
|
|
|
|
|
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.IsValidTarget
|
|
// (Protected, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class AFortPawn* PotentialTarget (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// bool bIncludeSimpleRangeCheck (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// bool bIncludeFiringLimitCheck (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// bool bIncludeObstructionCheck (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// bool* bValidTarget (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
|
|
void AB_BGA_SentryGun_C::IsValidTarget(class AFortPawn* PotentialTarget, bool bIncludeSimpleRangeCheck, bool bIncludeFiringLimitCheck, bool bIncludeObstructionCheck, bool* bValidTarget)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("B_BGA_SentryGun_C", "IsValidTarget");
|
|
|
|
Params::B_BGA_SentryGun_C_IsValidTarget Parms{};
|
|
|
|
Parms.PotentialTarget = PotentialTarget;
|
|
Parms.bIncludeSimpleRangeCheck = bIncludeSimpleRangeCheck;
|
|
Parms.bIncludeFiringLimitCheck = bIncludeFiringLimitCheck;
|
|
Parms.bIncludeObstructionCheck = bIncludeObstructionCheck;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (bValidTarget != nullptr)
|
|
*bValidTarget = Parms.bValidTarget;
|
|
}
|
|
|
|
|
|
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.IsPawnInsideYawLimits
|
|
// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class AFortPawn* Pawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// bool* bInsideYawLimits (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
|
|
void AB_BGA_SentryGun_C::IsPawnInsideYawLimits(class AFortPawn* Pawn, bool* bInsideYawLimits)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("B_BGA_SentryGun_C", "IsPawnInsideYawLimits");
|
|
|
|
Params::B_BGA_SentryGun_C_IsPawnInsideYawLimits Parms{};
|
|
|
|
Parms.Pawn = Pawn;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (bInsideYawLimits != nullptr)
|
|
*bInsideYawLimits = Parms.bInsideYawLimits;
|
|
}
|
|
|
|
|
|
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.Is Pawn Inside Pitch Limits
|
|
// (Protected, HasOutParams, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class AFortPawn* Pawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// bool* bInsidePitchLimits (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
|
|
void AB_BGA_SentryGun_C::Is_Pawn_Inside_Pitch_Limits(class AFortPawn* Pawn, bool* bInsidePitchLimits)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("B_BGA_SentryGun_C", "Is Pawn Inside Pitch Limits");
|
|
|
|
Params::B_BGA_SentryGun_C_Is_Pawn_Inside_Pitch_Limits Parms{};
|
|
|
|
Parms.Pawn = Pawn;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
if (bInsidePitchLimits != nullptr)
|
|
*bInsidePitchLimits = Parms.bInsidePitchLimits;
|
|
}
|
|
|
|
|
|
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.OnRep_IsDeployed
|
|
// (BlueprintCallable, BlueprintEvent)
|
|
|
|
void AB_BGA_SentryGun_C::OnRep_IsDeployed()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("B_BGA_SentryGun_C", "OnRep_IsDeployed");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.TempOnPlaceStatBuff
|
|
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
|
|
|
|
void AB_BGA_SentryGun_C::TempOnPlaceStatBuff()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("B_BGA_SentryGun_C", "TempOnPlaceStatBuff");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.UpdateAmmoCountMID
|
|
// (Public, BlueprintCallable, BlueprintEvent)
|
|
|
|
void AB_BGA_SentryGun_C::UpdateAmmoCountMID()
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("B_BGA_SentryGun_C", "UpdateAmmoCountMID");
|
|
|
|
UObject::ProcessEvent(Func, nullptr);
|
|
}
|
|
|
|
|
|
// Function B_BGA_SentryGun.B_BGA_SentryGun_C.GetTargetingSourceTransform
|
|
// (Event, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
|
|
// Parameters:
|
|
// EFortAbilityTargetingSource Source (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
// struct FTransform ReturnValue (Parm, OutParm, ReturnParm, IsPlainOldData, NoDestructor)
|
|
|
|
struct FTransform AB_BGA_SentryGun_C::GetTargetingSourceTransform(EFortAbilityTargetingSource Source) const
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (Func == nullptr)
|
|
Func = Class->GetFunction("B_BGA_SentryGun_C", "GetTargetingSourceTransform");
|
|
|
|
Params::B_BGA_SentryGun_C_GetTargetingSourceTransform Parms{};
|
|
|
|
Parms.Source = Source;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
return Parms.ReturnValue;
|
|
}
|
|
|
|
}
|
|
|
|
#pragma pack(pop)
|