Files
Alphanium/CppSDK/SDK/B_Pistol_Zapper_functions.cpp

215 lines
5.4 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: B_Pistol_Zapper
#include "Basic.hpp"
#include "B_Pistol_Zapper_classes.hpp"
#include "B_Pistol_Zapper_parameters.hpp"
#pragma pack(push, 0x4)
namespace SDK
{
// Function B_Pistol_Zapper.B_Pistol_Zapper_C.ExecuteUbergraph_B_Pistol_Zapper
// ()
// Parameters:
// int32 EntryPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_Pistol_Zapper_C::ExecuteUbergraph_B_Pistol_Zapper(int32 EntryPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Pistol_Zapper_C", "ExecuteUbergraph_B_Pistol_Zapper");
Params::B_Pistol_Zapper_C_ExecuteUbergraph_B_Pistol_Zapper Parms{};
Parms.EntryPoint = EntryPoint;
UObject::ProcessEvent(Func, &Parms);
}
// Function B_Pistol_Zapper.B_Pistol_Zapper_C.OnAmmoCountChanged
// (BlueprintCosmetic, Event, Protected, BlueprintEvent)
void AB_Pistol_Zapper_C::OnAmmoCountChanged()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Pistol_Zapper_C", "OnAmmoCountChanged");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_Pistol_Zapper.B_Pistol_Zapper_C.Muzzle Play Reload FX
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// EFortReloadFXState Selection (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_Pistol_Zapper_C::Muzzle_Play_Reload_FX(EFortReloadFXState Selection)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Pistol_Zapper_C", "Muzzle Play Reload FX");
Params::B_Pistol_Zapper_C_Muzzle_Play_Reload_FX Parms{};
Parms.Selection = Selection;
UObject::ProcessEvent(Func, &Parms);
}
// Function B_Pistol_Zapper.B_Pistol_Zapper_C.ReceiveBeginPlay
// (Event, Public, BlueprintEvent)
void AB_Pistol_Zapper_C::ReceiveBeginPlay()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Pistol_Zapper_C", "ReceiveBeginPlay");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_Pistol_Zapper.B_Pistol_Zapper_C.OnPlayWeaponFireFX
// (BlueprintCosmetic, Event, Protected, BlueprintEvent)
// Parameters:
// bool bPersistentFire (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_Pistol_Zapper_C::OnPlayWeaponFireFX(bool bPersistentFire)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Pistol_Zapper_C", "OnPlayWeaponFireFX");
Params::B_Pistol_Zapper_C_OnPlayWeaponFireFX Parms{};
Parms.bPersistentFire = bPersistentFire;
UObject::ProcessEvent(Func, &Parms);
}
// Function B_Pistol_Zapper.B_Pistol_Zapper_C.Scale Glow Up__Event__EventFunc
// (BlueprintEvent)
void AB_Pistol_Zapper_C::Scale_Glow_Up__Event__EventFunc()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Pistol_Zapper_C", "Scale Glow Up__Event__EventFunc");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_Pistol_Zapper.B_Pistol_Zapper_C.Scale Glow Up__UpdateFunc
// (BlueprintEvent)
void AB_Pistol_Zapper_C::Scale_Glow_Up__UpdateFunc()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Pistol_Zapper_C", "Scale Glow Up__UpdateFunc");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_Pistol_Zapper.B_Pistol_Zapper_C.Scale Glow Up__FinishedFunc
// (BlueprintEvent)
void AB_Pistol_Zapper_C::Scale_Glow_Up__FinishedFunc()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Pistol_Zapper_C", "Scale Glow Up__FinishedFunc");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_Pistol_Zapper.B_Pistol_Zapper_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)
void AB_Pistol_Zapper_C::UserConstructionScript()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Pistol_Zapper_C", "UserConstructionScript");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_Pistol_Zapper.B_Pistol_Zapper_C.UpdateVisuals
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool Ammo_Check (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AB_Pistol_Zapper_C::UpdateVisuals(bool Ammo_Check)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Pistol_Zapper_C", "UpdateVisuals");
Params::B_Pistol_Zapper_C_UpdateVisuals Parms{};
Parms.Ammo_Check = Ammo_Check;
UObject::ProcessEvent(Func, &Parms);
}
// Function B_Pistol_Zapper.B_Pistol_Zapper_C.StopAndResetTimeline
// (Public, BlueprintCallable, BlueprintEvent)
void AB_Pistol_Zapper_C::StopAndResetTimeline()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Pistol_Zapper_C", "StopAndResetTimeline");
UObject::ProcessEvent(Func, nullptr);
}
// Function B_Pistol_Zapper.B_Pistol_Zapper_C.DisableAllVisuals
// (Public, BlueprintCallable, BlueprintEvent)
void AB_Pistol_Zapper_C::DisableAllVisuals()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("B_Pistol_Zapper_C", "DisableAllVisuals");
UObject::ProcessEvent(Func, nullptr);
}
}
#pragma pack(pop)