Files
Alphanium/CppSDK/SDK/GA_NPC_ElementalDamage_functions.cpp

111 lines
3.9 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: GA_NPC_ElementalDamage
#include "Basic.hpp"
#include "GA_NPC_ElementalDamage_classes.hpp"
#include "GA_NPC_ElementalDamage_parameters.hpp"
#pragma pack(push, 0x4)
namespace SDK
{
// Function GA_NPC_ElementalDamage.GA_NPC_ElementalDamage_C.ExecuteUbergraph_GA_NPC_ElementalDamage
// (HasDefaults)
// Parameters:
// int32 EntryPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UGA_NPC_ElementalDamage_C::ExecuteUbergraph_GA_NPC_ElementalDamage(int32 EntryPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GA_NPC_ElementalDamage_C", "ExecuteUbergraph_GA_NPC_ElementalDamage");
Params::GA_NPC_ElementalDamage_C_ExecuteUbergraph_GA_NPC_ElementalDamage Parms{};
Parms.EntryPoint = EntryPoint;
UObject::ProcessEvent(Func, &Parms);
}
// Function GA_NPC_ElementalDamage.GA_NPC_ElementalDamage_C.K2_ActivateAbilityFromEvent
// (Event, Protected, HasOutParams, BlueprintEvent)
// Parameters:
// const struct FGameplayEventData& EventData (ConstParm, Parm, OutParm, ReferenceParm)
void UGA_NPC_ElementalDamage_C::K2_ActivateAbilityFromEvent(const struct FGameplayEventData& EventData)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GA_NPC_ElementalDamage_C", "K2_ActivateAbilityFromEvent");
Params::GA_NPC_ElementalDamage_C_K2_ActivateAbilityFromEvent Parms{};
Parms.EventData = std::move(EventData);
UObject::ProcessEvent(Func, &Parms);
}
// Function GA_NPC_ElementalDamage.GA_NPC_ElementalDamage_C.Apply Elemental EffectsToPawn
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortAIPawn* FortAIPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// class AFortPawn* TargetActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// float DamageDealt (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UGA_NPC_ElementalDamage_C::Apply_Elemental_EffectsToPawn(class AFortAIPawn* FortAIPawn, class AFortPawn* TargetActor, float DamageDealt)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GA_NPC_ElementalDamage_C", "Apply Elemental EffectsToPawn");
Params::GA_NPC_ElementalDamage_C_Apply_Elemental_EffectsToPawn Parms{};
Parms.FortAIPawn = FortAIPawn;
Parms.TargetActor = TargetActor;
Parms.DamageDealt = DamageDealt;
UObject::ProcessEvent(Func, &Parms);
}
// Function GA_NPC_ElementalDamage.GA_NPC_ElementalDamage_C.ApplyElementalEffectstoBuilding
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortAIPawn* FortAIPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// class ABuildingSMActor* TargetActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// float DamageDealt (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UGA_NPC_ElementalDamage_C::ApplyElementalEffectstoBuilding(class AFortAIPawn* FortAIPawn, class ABuildingSMActor* TargetActor, float DamageDealt)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("GA_NPC_ElementalDamage_C", "ApplyElementalEffectstoBuilding");
Params::GA_NPC_ElementalDamage_C_ApplyElementalEffectstoBuilding Parms{};
Parms.FortAIPawn = FortAIPawn;
Parms.TargetActor = TargetActor;
Parms.DamageDealt = DamageDealt;
UObject::ProcessEvent(Func, &Parms);
}
}
#pragma pack(pop)