mirror of
https://github.com/ApfelTeeSaft/Alphanium.git
synced 2026-08-27 03:33:27 +00:00
111 lines
3.9 KiB
C++
111 lines
3.9 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_NPC_ElementalDamage
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#include "Basic.hpp"
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#include "GA_NPC_ElementalDamage_classes.hpp"
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#include "GA_NPC_ElementalDamage_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_NPC_ElementalDamage.GA_NPC_ElementalDamage_C.ExecuteUbergraph_GA_NPC_ElementalDamage
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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_NPC_ElementalDamage_C::ExecuteUbergraph_GA_NPC_ElementalDamage(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_NPC_ElementalDamage_C", "ExecuteUbergraph_GA_NPC_ElementalDamage");
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Params::GA_NPC_ElementalDamage_C_ExecuteUbergraph_GA_NPC_ElementalDamage 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_NPC_ElementalDamage.GA_NPC_ElementalDamage_C.K2_ActivateAbilityFromEvent
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// (Event, Protected, HasOutParams, BlueprintEvent)
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// Parameters:
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// const struct FGameplayEventData& EventData (ConstParm, Parm, OutParm, ReferenceParm)
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void UGA_NPC_ElementalDamage_C::K2_ActivateAbilityFromEvent(const struct FGameplayEventData& EventData)
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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_NPC_ElementalDamage_C", "K2_ActivateAbilityFromEvent");
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Params::GA_NPC_ElementalDamage_C_K2_ActivateAbilityFromEvent Parms{};
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Parms.EventData = std::move(EventData);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function GA_NPC_ElementalDamage.GA_NPC_ElementalDamage_C.Apply Elemental EffectsToPawn
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// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class AFortAIPawn* FortAIPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// class AFortPawn* TargetActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// float DamageDealt (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void UGA_NPC_ElementalDamage_C::Apply_Elemental_EffectsToPawn(class AFortAIPawn* FortAIPawn, class AFortPawn* TargetActor, float DamageDealt)
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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_NPC_ElementalDamage_C", "Apply Elemental EffectsToPawn");
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Params::GA_NPC_ElementalDamage_C_Apply_Elemental_EffectsToPawn Parms{};
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Parms.FortAIPawn = FortAIPawn;
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Parms.TargetActor = TargetActor;
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Parms.DamageDealt = DamageDealt;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function GA_NPC_ElementalDamage.GA_NPC_ElementalDamage_C.ApplyElementalEffectstoBuilding
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// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class AFortAIPawn* FortAIPawn (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// class ABuildingSMActor* TargetActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// float DamageDealt (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void UGA_NPC_ElementalDamage_C::ApplyElementalEffectstoBuilding(class AFortAIPawn* FortAIPawn, class ABuildingSMActor* TargetActor, float DamageDealt)
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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_NPC_ElementalDamage_C", "ApplyElementalEffectstoBuilding");
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Params::GA_NPC_ElementalDamage_C_ApplyElementalEffectstoBuilding Parms{};
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Parms.FortAIPawn = FortAIPawn;
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Parms.TargetActor = TargetActor;
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Parms.DamageDealt = DamageDealt;
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UObject::ProcessEvent(Func, &Parms);
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}
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}
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#pragma pack(pop)
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