mirror of
https://github.com/ApfelTeeSaft/Alphanium.git
synced 2026-08-27 03:33:27 +00:00
110 lines
3.7 KiB
C++
110 lines
3.7 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: GA_Commando_NoTimeToBleed
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#include "Basic.hpp"
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#include "GA_Commando_NoTimeToBleed_classes.hpp"
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#include "GA_Commando_NoTimeToBleed_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 GA_Commando_NoTimeToBleed.GA_Commando_NoTimeToBleed_C.ExecuteUbergraph_GA_Commando_NoTimeToBleed
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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 UGA_Commando_NoTimeToBleed_C::ExecuteUbergraph_GA_Commando_NoTimeToBleed(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("GA_Commando_NoTimeToBleed_C", "ExecuteUbergraph_GA_Commando_NoTimeToBleed");
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Params::GA_Commando_NoTimeToBleed_C_ExecuteUbergraph_GA_Commando_NoTimeToBleed 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 GA_Commando_NoTimeToBleed.GA_Commando_NoTimeToBleed_C.K2_ActivateAbilityFromEvent
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// (Event, Protected, HasOutParams, BlueprintEvent)
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// Parameters:
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// const struct FGameplayEventData& EventData_0 (ConstParm, Parm, OutParm, ReferenceParm)
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void UGA_Commando_NoTimeToBleed_C::K2_ActivateAbilityFromEvent(const struct FGameplayEventData& EventData_0)
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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("GA_Commando_NoTimeToBleed_C", "K2_ActivateAbilityFromEvent");
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Params::GA_Commando_NoTimeToBleed_C_K2_ActivateAbilityFromEvent Parms{};
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Parms.EventData_0 = std::move(EventData_0);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function GA_Commando_NoTimeToBleed.GA_Commando_NoTimeToBleed_C.ApplyHeal
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// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class APlayerPawn_Commando_C* CommandoPawn_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// const class AActor* Actor (ConstParm, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void UGA_Commando_NoTimeToBleed_C::ApplyHeal(class APlayerPawn_Commando_C* CommandoPawn_0, const class AActor* Actor)
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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("GA_Commando_NoTimeToBleed_C", "ApplyHeal");
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Params::GA_Commando_NoTimeToBleed_C_ApplyHeal Parms{};
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Parms.CommandoPawn_0 = CommandoPawn_0;
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Parms.Actor = Actor;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function GA_Commando_NoTimeToBleed.GA_Commando_NoTimeToBleed_C.K2_ShouldAbilityRespondToEvent
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// (Event, Protected, HasOutParams, BlueprintCallable, BlueprintEvent, Const)
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// Parameters:
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// const struct FGameplayAbilityActorInfo& ActorInfo (Parm, ContainsInstancedReference)
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// const struct FGameplayEventData& Payload (Parm)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor)
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bool UGA_Commando_NoTimeToBleed_C::K2_ShouldAbilityRespondToEvent(const struct FGameplayAbilityActorInfo& ActorInfo, const struct FGameplayEventData& Payload) const
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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("GA_Commando_NoTimeToBleed_C", "K2_ShouldAbilityRespondToEvent");
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Params::GA_Commando_NoTimeToBleed_C_K2_ShouldAbilityRespondToEvent Parms{};
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Parms.ActorInfo = std::move(ActorInfo);
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Parms.Payload = std::move(Payload);
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UObject::ProcessEvent(Func, &Parms);
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return Parms.ReturnValue;
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}
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}
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#pragma pack(pop)
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