mirror of
https://github.com/ApfelTeeSaft/Alphanium.git
synced 2026-09-02 11:33:28 +00:00
215 lines
5.4 KiB
C++
215 lines
5.4 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_Pistol_Zapper
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#include "Basic.hpp"
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#include "B_Pistol_Zapper_classes.hpp"
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#include "B_Pistol_Zapper_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_Pistol_Zapper.B_Pistol_Zapper_C.ExecuteUbergraph_B_Pistol_Zapper
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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_Pistol_Zapper_C::ExecuteUbergraph_B_Pistol_Zapper(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_Pistol_Zapper_C", "ExecuteUbergraph_B_Pistol_Zapper");
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Params::B_Pistol_Zapper_C_ExecuteUbergraph_B_Pistol_Zapper 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_Pistol_Zapper.B_Pistol_Zapper_C.OnAmmoCountChanged
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// (BlueprintCosmetic, Event, Protected, BlueprintEvent)
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void AB_Pistol_Zapper_C::OnAmmoCountChanged()
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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_Pistol_Zapper_C", "OnAmmoCountChanged");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function B_Pistol_Zapper.B_Pistol_Zapper_C.Muzzle Play Reload FX
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// (Public, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// EFortReloadFXState Selection (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AB_Pistol_Zapper_C::Muzzle_Play_Reload_FX(EFortReloadFXState Selection)
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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_Pistol_Zapper_C", "Muzzle Play Reload FX");
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Params::B_Pistol_Zapper_C_Muzzle_Play_Reload_FX Parms{};
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Parms.Selection = Selection;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function B_Pistol_Zapper.B_Pistol_Zapper_C.ReceiveBeginPlay
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// (Event, Public, BlueprintEvent)
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void AB_Pistol_Zapper_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_Pistol_Zapper_C", "ReceiveBeginPlay");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function B_Pistol_Zapper.B_Pistol_Zapper_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_Pistol_Zapper_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_Pistol_Zapper_C", "OnPlayWeaponFireFX");
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Params::B_Pistol_Zapper_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_Pistol_Zapper.B_Pistol_Zapper_C.Scale Glow Up__Event__EventFunc
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// (BlueprintEvent)
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void AB_Pistol_Zapper_C::Scale_Glow_Up__Event__EventFunc()
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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_Pistol_Zapper_C", "Scale Glow Up__Event__EventFunc");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function B_Pistol_Zapper.B_Pistol_Zapper_C.Scale Glow Up__UpdateFunc
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// (BlueprintEvent)
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void AB_Pistol_Zapper_C::Scale_Glow_Up__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_Pistol_Zapper_C", "Scale Glow Up__UpdateFunc");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function B_Pistol_Zapper.B_Pistol_Zapper_C.Scale Glow Up__FinishedFunc
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// (BlueprintEvent)
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void AB_Pistol_Zapper_C::Scale_Glow_Up__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_Pistol_Zapper_C", "Scale Glow Up__FinishedFunc");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function B_Pistol_Zapper.B_Pistol_Zapper_C.UserConstructionScript
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// (Event, Public, BlueprintCallable, BlueprintEvent)
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void AB_Pistol_Zapper_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_Pistol_Zapper_C", "UserConstructionScript");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function B_Pistol_Zapper.B_Pistol_Zapper_C.UpdateVisuals
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// (Public, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// bool Ammo_Check (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AB_Pistol_Zapper_C::UpdateVisuals(bool Ammo_Check)
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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_Pistol_Zapper_C", "UpdateVisuals");
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Params::B_Pistol_Zapper_C_UpdateVisuals Parms{};
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Parms.Ammo_Check = Ammo_Check;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function B_Pistol_Zapper.B_Pistol_Zapper_C.StopAndResetTimeline
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// (Public, BlueprintCallable, BlueprintEvent)
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void AB_Pistol_Zapper_C::StopAndResetTimeline()
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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_Pistol_Zapper_C", "StopAndResetTimeline");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function B_Pistol_Zapper.B_Pistol_Zapper_C.DisableAllVisuals
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// (Public, BlueprintCallable, BlueprintEvent)
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void AB_Pistol_Zapper_C::DisableAllVisuals()
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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_Pistol_Zapper_C", "DisableAllVisuals");
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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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