Files
Alphanium/CppSDK/SDK/GA_Commando_DebilitatingShots_functions.cpp

183 lines
7.6 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: GA_Commando_DebilitatingShots
#include "Basic.hpp"
#include "GA_Commando_DebilitatingShots_classes.hpp"
#include "GA_Commando_DebilitatingShots_parameters.hpp"
#pragma pack(push, 0x4)
namespace SDK
{
// Function GA_Commando_DebilitatingShots.GA_Commando_DebilitatingShots_C.ExecuteUbergraph_GA_Commando_DebilitatingShots
// (HasDefaults)
// Parameters:
// int32 EntryPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UGA_Commando_DebilitatingShots_C::ExecuteUbergraph_GA_Commando_DebilitatingShots(int32 EntryPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GA_Commando_DebilitatingShots_C", "ExecuteUbergraph_GA_Commando_DebilitatingShots");
Params::GA_Commando_DebilitatingShots_C_ExecuteUbergraph_GA_Commando_DebilitatingShots Parms{};
Parms.EntryPoint = EntryPoint;
UObject::ProcessEvent(Func, &Parms);
}
// Function GA_Commando_DebilitatingShots.GA_Commando_DebilitatingShots_C.K2_ActivateAbilityFromEvent
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// const struct FGameplayEventData& EventData (ConstParm, Parm, OutParm, ReferenceParm)
void UGA_Commando_DebilitatingShots_C::K2_ActivateAbilityFromEvent(const struct FGameplayEventData& EventData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GA_Commando_DebilitatingShots_C", "K2_ActivateAbilityFromEvent");
Params::GA_Commando_DebilitatingShots_C_K2_ActivateAbilityFromEvent Parms{};
Parms.EventData = std::move(EventData);
UObject::ProcessEvent(Func, &Parms);
}
// Function GA_Commando_DebilitatingShots.GA_Commando_DebilitatingShots_C.SetupGameplayEffect
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* HitActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FGameplayTag& EventTag (Parm)
// class UObject* OptionalObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// struct FGameplayAbilityTargetDataHandle*Target_Data (Parm, OutParm)
// class UClass** DebilitatingShots (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
// int32* Effect_Level (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
// int32* Stack_Count (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UGA_Commando_DebilitatingShots_C::SetupGameplayEffect(class AActor* HitActor, const struct FGameplayTag& EventTag, class UObject* OptionalObject, struct FGameplayAbilityTargetDataHandle* Target_Data, class UClass** DebilitatingShots, int32* Effect_Level, int32* Stack_Count)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GA_Commando_DebilitatingShots_C", "SetupGameplayEffect");
Params::GA_Commando_DebilitatingShots_C_SetupGameplayEffect Parms{};
Parms.HitActor = HitActor;
Parms.EventTag = std::move(EventTag);
Parms.OptionalObject = OptionalObject;
UObject::ProcessEvent(Func, &Parms);
if (Target_Data != nullptr)
*Target_Data = std::move(Parms.Target_Data);
if (DebilitatingShots != nullptr)
*DebilitatingShots = Parms.DebilitatingShots;
if (Effect_Level != nullptr)
*Effect_Level = Parms.Effect_Level;
if (Stack_Count != nullptr)
*Stack_Count = Parms.Stack_Count;
}
// Function GA_Commando_DebilitatingShots.GA_Commando_DebilitatingShots_C.SetupAppliedEffect
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// float Duration (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// float Magnitude (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// int32 Stack_Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FGameplayEffectSpecHandle& EffectSpecHandle (Parm)
// struct FGameplayEffectSpecHandle* EffectspecHandleOut (Parm, OutParm)
void UGA_Commando_DebilitatingShots_C::SetupAppliedEffect(float Duration, float Magnitude, int32 Stack_Count, const struct FGameplayEffectSpecHandle& EffectSpecHandle, struct FGameplayEffectSpecHandle* EffectspecHandleOut)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GA_Commando_DebilitatingShots_C", "SetupAppliedEffect");
Params::GA_Commando_DebilitatingShots_C_SetupAppliedEffect Parms{};
Parms.Duration = Duration;
Parms.Magnitude = Magnitude;
Parms.Stack_Count = Stack_Count;
Parms.EffectSpecHandle = std::move(EffectSpecHandle);
UObject::ProcessEvent(Func, &Parms);
if (EffectspecHandleOut != nullptr)
*EffectspecHandleOut = std::move(Parms.EffectspecHandleOut);
}
// Function GA_Commando_DebilitatingShots.GA_Commando_DebilitatingShots_C.SetupFatigue
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FGameplayEffectSpecHandle* EffectspecOutInstant (Parm, OutParm)
// struct FGameplayEffectSpecHandle* EffectspecOutDuration (Parm, OutParm)
void UGA_Commando_DebilitatingShots_C::SetupFatigue(struct FGameplayEffectSpecHandle* EffectspecOutInstant, struct FGameplayEffectSpecHandle* EffectspecOutDuration)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GA_Commando_DebilitatingShots_C", "SetupFatigue");
Params::GA_Commando_DebilitatingShots_C_SetupFatigue Parms{};
UObject::ProcessEvent(Func, &Parms);
if (EffectspecOutInstant != nullptr)
*EffectspecOutInstant = std::move(Parms.EffectspecOutInstant);
if (EffectspecOutDuration != nullptr)
*EffectspecOutDuration = std::move(Parms.EffectspecOutDuration);
}
// Function GA_Commando_DebilitatingShots.GA_Commando_DebilitatingShots_C.K2_ShouldAbilityRespondToEvent
// (Event, Protected, HasOutParams, BlueprintCallable, BlueprintEvent, Const)
// Parameters:
// const struct FGameplayAbilityActorInfo& ActorInfo (Parm, ContainsInstancedReference)
// const struct FGameplayEventData& Payload (Parm)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor)
bool UGA_Commando_DebilitatingShots_C::K2_ShouldAbilityRespondToEvent(const struct FGameplayAbilityActorInfo& ActorInfo, const struct FGameplayEventData& Payload) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GA_Commando_DebilitatingShots_C", "K2_ShouldAbilityRespondToEvent");
Params::GA_Commando_DebilitatingShots_C_K2_ShouldAbilityRespondToEvent Parms{};
Parms.ActorInfo = std::move(ActorInfo);
Parms.Payload = std::move(Payload);
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
}
#pragma pack(pop)