Files
Alphanium/CppSDK/SDK/InGame_Actor_functions.cpp

577 lines
17 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: InGame_Actor
#include "Basic.hpp"
#include "InGame_Actor_classes.hpp"
#include "InGame_Actor_parameters.hpp"
#pragma pack(push, 0x4)
namespace SDK
{
// Function InGame_Actor.InGame_Actor_C.ExecuteUbergraph_InGame_Actor
// (HasDefaults)
// Parameters:
// int32 EntryPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AInGame_Actor_C::ExecuteUbergraph_InGame_Actor(int32 EntryPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InGame_Actor_C", "ExecuteUbergraph_InGame_Actor");
Params::InGame_Actor_C_ExecuteUbergraph_InGame_Actor Parms{};
Parms.EntryPoint = EntryPoint;
UObject::ProcessEvent(Func, &Parms);
}
// Function InGame_Actor.InGame_Actor_C.EquipBuildingWall
// (BlueprintCallable, BlueprintEvent)
void AInGame_Actor_C::EquipBuildingWall()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InGame_Actor_C", "EquipBuildingWall");
UObject::ProcessEvent(Func, nullptr);
}
// Function InGame_Actor.InGame_Actor_C.EquipBuildingRoof
// (BlueprintCallable, BlueprintEvent)
void AInGame_Actor_C::EquipBuildingRoof()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InGame_Actor_C", "EquipBuildingRoof");
UObject::ProcessEvent(Func, nullptr);
}
// Function InGame_Actor.InGame_Actor_C.EquipBuildingFloor
// (BlueprintCallable, BlueprintEvent)
void AInGame_Actor_C::EquipBuildingFloor()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InGame_Actor_C", "EquipBuildingFloor");
UObject::ProcessEvent(Func, nullptr);
}
// Function InGame_Actor.InGame_Actor_C.Inventory
// (BlueprintCallable, BlueprintEvent)
void AInGame_Actor_C::Inventory()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InGame_Actor_C", "Inventory");
UObject::ProcessEvent(Func, nullptr);
}
// Function InGame_Actor.InGame_Actor_C.SpawnBuildingPreviews
// (BlueprintCallable, BlueprintEvent)
void AInGame_Actor_C::SpawnBuildingPreviews()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InGame_Actor_C", "SpawnBuildingPreviews");
UObject::ProcessEvent(Func, nullptr);
}
// Function InGame_Actor.InGame_Actor_C.ReceiveBeginPlay
// (Event, Public, BlueprintEvent)
void AInGame_Actor_C::ReceiveBeginPlay()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InGame_Actor_C", "ReceiveBeginPlay");
UObject::ProcessEvent(Func, nullptr);
}
// Function InGame_Actor.InGame_Actor_C.EquipBuildingStair
// (BlueprintCallable, BlueprintEvent)
void AInGame_Actor_C::EquipBuildingStair()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InGame_Actor_C", "EquipBuildingStair");
UObject::ProcessEvent(Func, nullptr);
}
// Function InGame_Actor.InGame_Actor_C.ReceiveTick
// (Event, Public, BlueprintEvent)
// Parameters:
// float DeltaSeconds (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AInGame_Actor_C::ReceiveTick(float DeltaSeconds)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InGame_Actor_C", "ReceiveTick");
Params::InGame_Actor_C_ReceiveTick Parms{};
Parms.DeltaSeconds = DeltaSeconds;
UObject::ProcessEvent(Func, &Parms);
}
// Function InGame_Actor.InGame_Actor_C.Spawn Pickup
// (NetReliable, BlueprintCallable, BlueprintEvent)
void AInGame_Actor_C::Spawn_Pickup()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InGame_Actor_C", "Spawn Pickup");
UObject::ProcessEvent(Func, nullptr);
}
// Function InGame_Actor.InGame_Actor_C.UpdateInventory
// (NetReliable, BlueprintCallable, BlueprintEvent)
void AInGame_Actor_C::UpdateInventory()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InGame_Actor_C", "UpdateInventory");
UObject::ProcessEvent(Func, nullptr);
}
// Function InGame_Actor.InGame_Actor_C.QuickBars
// (NetReliable, BlueprintCallable, BlueprintEvent)
void AInGame_Actor_C::QuickBars()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InGame_Actor_C", "QuickBars");
UObject::ProcessEvent(Func, nullptr);
}
// Function InGame_Actor.InGame_Actor_C.Add GameplayEffects
// (NetReliable, BlueprintCallable, BlueprintEvent)
void AInGame_Actor_C::Add_GameplayEffects()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InGame_Actor_C", "Add GameplayEffects");
UObject::ProcessEvent(Func, nullptr);
}
// Function InGame_Actor.InGame_Actor_C.SpawnPlayer
// (NetReliable, BlueprintCallable, BlueprintEvent)
void AInGame_Actor_C::SpawnPlayer()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InGame_Actor_C", "SpawnPlayer");
UObject::ProcessEvent(Func, nullptr);
}
// Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKey9_UniqueObjectNameForCooking_93
// (BlueprintEvent)
// Parameters:
// const struct FKey& Key (Parm)
void AInGame_Actor_C::InpActEvt_HotbarKey9_UniqueObjectNameForCooking_93(const struct FKey& Key)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKey9_UniqueObjectNameForCooking_93");
Params::InGame_Actor_C_InpActEvt_HotbarKey9_UniqueObjectNameForCooking_93 Parms{};
Parms.Key = std::move(Key);
UObject::ProcessEvent(Func, &Parms);
}
// Function InGame_Actor.InGame_Actor_C.InpActEvt_SwitchQuickbar_UniqueObjectNameForCooking_94
// (BlueprintEvent)
// Parameters:
// const struct FKey& Key (Parm)
void AInGame_Actor_C::InpActEvt_SwitchQuickbar_UniqueObjectNameForCooking_94(const struct FKey& Key)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_SwitchQuickbar_UniqueObjectNameForCooking_94");
Params::InGame_Actor_C_InpActEvt_SwitchQuickbar_UniqueObjectNameForCooking_94 Parms{};
Parms.Key = std::move(Key);
UObject::ProcessEvent(Func, &Parms);
}
// Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKey8_UniqueObjectNameForCooking_95
// (BlueprintEvent)
// Parameters:
// const struct FKey& Key (Parm)
void AInGame_Actor_C::InpActEvt_HotbarKey8_UniqueObjectNameForCooking_95(const struct FKey& Key)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKey8_UniqueObjectNameForCooking_95");
Params::InGame_Actor_C_InpActEvt_HotbarKey8_UniqueObjectNameForCooking_95 Parms{};
Parms.Key = std::move(Key);
UObject::ProcessEvent(Func, &Parms);
}
// Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKeyF7_UniqueObjectNameForCooking_96
// (BlueprintEvent)
// Parameters:
// const struct FKey& Key (Parm)
void AInGame_Actor_C::InpActEvt_HotbarKeyF7_UniqueObjectNameForCooking_96(const struct FKey& Key)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKeyF7_UniqueObjectNameForCooking_96");
Params::InGame_Actor_C_InpActEvt_HotbarKeyF7_UniqueObjectNameForCooking_96 Parms{};
Parms.Key = std::move(Key);
UObject::ProcessEvent(Func, &Parms);
}
// Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKeyF6_UniqueObjectNameForCooking_97
// (BlueprintEvent)
// Parameters:
// const struct FKey& Key (Parm)
void AInGame_Actor_C::InpActEvt_HotbarKeyF6_UniqueObjectNameForCooking_97(const struct FKey& Key)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKeyF6_UniqueObjectNameForCooking_97");
Params::InGame_Actor_C_InpActEvt_HotbarKeyF6_UniqueObjectNameForCooking_97 Parms{};
Parms.Key = std::move(Key);
UObject::ProcessEvent(Func, &Parms);
}
// Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKeyF5_UniqueObjectNameForCooking_98
// (BlueprintEvent)
// Parameters:
// const struct FKey& Key (Parm)
void AInGame_Actor_C::InpActEvt_HotbarKeyF5_UniqueObjectNameForCooking_98(const struct FKey& Key)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKeyF5_UniqueObjectNameForCooking_98");
Params::InGame_Actor_C_InpActEvt_HotbarKeyF5_UniqueObjectNameForCooking_98 Parms{};
Parms.Key = std::move(Key);
UObject::ProcessEvent(Func, &Parms);
}
// Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKeyF4_UniqueObjectNameForCooking_99
// (BlueprintEvent)
// Parameters:
// const struct FKey& Key (Parm)
void AInGame_Actor_C::InpActEvt_HotbarKeyF4_UniqueObjectNameForCooking_99(const struct FKey& Key)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKeyF4_UniqueObjectNameForCooking_99");
Params::InGame_Actor_C_InpActEvt_HotbarKeyF4_UniqueObjectNameForCooking_99 Parms{};
Parms.Key = std::move(Key);
UObject::ProcessEvent(Func, &Parms);
}
// Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKeyF3_UniqueObjectNameForCooking_100
// (BlueprintEvent)
// Parameters:
// const struct FKey& Key (Parm)
void AInGame_Actor_C::InpActEvt_HotbarKeyF3_UniqueObjectNameForCooking_100(const struct FKey& Key)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKeyF3_UniqueObjectNameForCooking_100");
Params::InGame_Actor_C_InpActEvt_HotbarKeyF3_UniqueObjectNameForCooking_100 Parms{};
Parms.Key = std::move(Key);
UObject::ProcessEvent(Func, &Parms);
}
// Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKeyF2_UniqueObjectNameForCooking_101
// (BlueprintEvent)
// Parameters:
// const struct FKey& Key (Parm)
void AInGame_Actor_C::InpActEvt_HotbarKeyF2_UniqueObjectNameForCooking_101(const struct FKey& Key)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKeyF2_UniqueObjectNameForCooking_101");
Params::InGame_Actor_C_InpActEvt_HotbarKeyF2_UniqueObjectNameForCooking_101 Parms{};
Parms.Key = std::move(Key);
UObject::ProcessEvent(Func, &Parms);
}
// Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKeyF1_UniqueObjectNameForCooking_102
// (BlueprintEvent)
// Parameters:
// const struct FKey& Key (Parm)
void AInGame_Actor_C::InpActEvt_HotbarKeyF1_UniqueObjectNameForCooking_102(const struct FKey& Key)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKeyF1_UniqueObjectNameForCooking_102");
Params::InGame_Actor_C_InpActEvt_HotbarKeyF1_UniqueObjectNameForCooking_102 Parms{};
Parms.Key = std::move(Key);
UObject::ProcessEvent(Func, &Parms);
}
// Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKey4_UniqueObjectNameForCooking_130
// (BlueprintEvent)
// Parameters:
// const struct FKey& Key (Parm)
void AInGame_Actor_C::InpActEvt_HotbarKey4_UniqueObjectNameForCooking_130(const struct FKey& Key)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKey4_UniqueObjectNameForCooking_130");
Params::InGame_Actor_C_InpActEvt_HotbarKey4_UniqueObjectNameForCooking_130 Parms{};
Parms.Key = std::move(Key);
UObject::ProcessEvent(Func, &Parms);
}
// Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKey3_UniqueObjectNameForCooking_131
// (BlueprintEvent)
// Parameters:
// const struct FKey& Key (Parm)
void AInGame_Actor_C::InpActEvt_HotbarKey3_UniqueObjectNameForCooking_131(const struct FKey& Key)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKey3_UniqueObjectNameForCooking_131");
Params::InGame_Actor_C_InpActEvt_HotbarKey3_UniqueObjectNameForCooking_131 Parms{};
Parms.Key = std::move(Key);
UObject::ProcessEvent(Func, &Parms);
}
// Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKey2_UniqueObjectNameForCooking_132
// (BlueprintEvent)
// Parameters:
// const struct FKey& Key (Parm)
void AInGame_Actor_C::InpActEvt_HotbarKey2_UniqueObjectNameForCooking_132(const struct FKey& Key)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKey2_UniqueObjectNameForCooking_132");
Params::InGame_Actor_C_InpActEvt_HotbarKey2_UniqueObjectNameForCooking_132 Parms{};
Parms.Key = std::move(Key);
UObject::ProcessEvent(Func, &Parms);
}
// Function InGame_Actor.InGame_Actor_C.InpActEvt_HotbarKey1_UniqueObjectNameForCooking_133
// (BlueprintEvent)
// Parameters:
// const struct FKey& Key (Parm)
void AInGame_Actor_C::InpActEvt_HotbarKey1_UniqueObjectNameForCooking_133(const struct FKey& Key)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InGame_Actor_C", "InpActEvt_HotbarKey1_UniqueObjectNameForCooking_133");
Params::InGame_Actor_C_InpActEvt_HotbarKey1_UniqueObjectNameForCooking_133 Parms{};
Parms.Key = std::move(Key);
UObject::ProcessEvent(Func, &Parms);
}
// Function InGame_Actor.InGame_Actor_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)
void AInGame_Actor_C::UserConstructionScript()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InGame_Actor_C", "UserConstructionScript");
UObject::ProcessEvent(Func, nullptr);
}
// Function InGame_Actor.InGame_Actor_C.AddItemToInventory
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UFortItemDefinition* ItemToAdd (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// class UFortWorldItem** Item (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AInGame_Actor_C::AddItemToInventory(class UFortItemDefinition* ItemToAdd, class UFortWorldItem** Item)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InGame_Actor_C", "AddItemToInventory");
Params::InGame_Actor_C_AddItemToInventory Parms{};
Parms.ItemToAdd = ItemToAdd;
UObject::ProcessEvent(Func, &Parms);
if (Item != nullptr)
*Item = Parms.Item;
}
// Function InGame_Actor.InGame_Actor_C.AddMainItemToInventory
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UFortItemDefinition* ItemToAdd (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// int32 Count (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FGuid& Guid (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// class UFortWorldItem** Item (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AInGame_Actor_C::AddMainItemToInventory(class UFortItemDefinition* ItemToAdd, int32 Count, const struct FGuid& Guid, class UFortWorldItem** Item)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("InGame_Actor_C", "AddMainItemToInventory");
Params::InGame_Actor_C_AddMainItemToInventory Parms{};
Parms.ItemToAdd = ItemToAdd;
Parms.Count = Count;
Parms.Guid = std::move(Guid);
UObject::ProcessEvent(Func, &Parms);
if (Item != nullptr)
*Item = Parms.Item;
}
}
#pragma pack(pop)