mirror of
https://github.com/ApfelTeeSaft/Alphanium.git
synced 2026-08-27 03:33:27 +00:00
305 lines
8.2 KiB
C++
305 lines
8.2 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: LeaveButton
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#include "Basic.hpp"
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#include "LeaveButton_classes.hpp"
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#include "LeaveButton_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 LeaveButton.LeaveButton_C.ExecuteUbergraph_LeaveButton
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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 ULeaveButton_C::ExecuteUbergraph_LeaveButton(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("LeaveButton_C", "ExecuteUbergraph_LeaveButton");
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Params::LeaveButton_C_ExecuteUbergraph_LeaveButton 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 LeaveButton.LeaveButton_C.PreConstruct
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// (BlueprintCosmetic, Event, Public, BlueprintEvent)
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// Parameters:
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// bool IsDesignTime (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void ULeaveButton_C::PreConstruct(bool IsDesignTime)
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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("LeaveButton_C", "PreConstruct");
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Params::LeaveButton_C_PreConstruct Parms{};
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Parms.IsDesignTime = IsDesignTime;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function LeaveButton.LeaveButton_C.BndEvt__[Button] Leave_K2Node_ComponentBoundEvent_84_FortBaseButtonClicked__DelegateSignature
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// (BlueprintEvent)
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// Parameters:
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// class UFortBaseButton* Button (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void ULeaveButton_C::BndEvt___Button__Leave_K2Node_ComponentBoundEvent_84_FortBaseButtonClicked__DelegateSignature(class UFortBaseButton* Button)
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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("LeaveButton_C", "BndEvt__[Button] Leave_K2Node_ComponentBoundEvent_84_FortBaseButtonClicked__DelegateSignature");
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Params::LeaveButton_C_BndEvt___Button__Leave_K2Node_ComponentBoundEvent_84_FortBaseButtonClicked__DelegateSignature Parms{};
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Parms.Button = Button;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function LeaveButton.LeaveButton_C.HandleTeamMemberRemoved
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// int32 PlayerIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void ULeaveButton_C::HandleTeamMemberRemoved(int32 PlayerIndex)
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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("LeaveButton_C", "HandleTeamMemberRemoved");
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Params::LeaveButton_C_HandleTeamMemberRemoved Parms{};
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Parms.PlayerIndex = PlayerIndex;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function LeaveButton.LeaveButton_C.HandleTeamMemberAdded
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// const struct FFortTeamMemberInfo& NewTeamMemberInfo (Parm)
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void ULeaveButton_C::HandleTeamMemberAdded(const struct FFortTeamMemberInfo& NewTeamMemberInfo)
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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("LeaveButton_C", "HandleTeamMemberAdded");
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Params::LeaveButton_C_HandleTeamMemberAdded Parms{};
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Parms.NewTeamMemberInfo = std::move(NewTeamMemberInfo);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function LeaveButton.LeaveButton_C.HandleLobbyEvents
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// (BlueprintCallable, BlueprintEvent)
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void ULeaveButton_C::HandleLobbyEvents()
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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("LeaveButton_C", "HandleLobbyEvents");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function LeaveButton.LeaveButton_C.Construct
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// (BlueprintCosmetic, Event, Public, BlueprintEvent)
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void ULeaveButton_C::Construct()
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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("LeaveButton_C", "Construct");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function LeaveButton.LeaveButton_C.OnConfirmed_A9AA3A5B453A4DE8A2BCA6AA5D014B79
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// (BlueprintCallable, BlueprintEvent)
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void ULeaveButton_C::OnConfirmed_A9AA3A5B453A4DE8A2BCA6AA5D014B79()
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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("LeaveButton_C", "OnConfirmed_A9AA3A5B453A4DE8A2BCA6AA5D014B79");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function LeaveButton.LeaveButton_C.OnDeclined_A9AA3A5B453A4DE8A2BCA6AA5D014B79
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// (BlueprintCallable, BlueprintEvent)
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void ULeaveButton_C::OnDeclined_A9AA3A5B453A4DE8A2BCA6AA5D014B79()
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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("LeaveButton_C", "OnDeclined_A9AA3A5B453A4DE8A2BCA6AA5D014B79");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function LeaveButton.LeaveButton_C.OnTimedOut_A9AA3A5B453A4DE8A2BCA6AA5D014B79
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// (BlueprintCallable, BlueprintEvent)
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void ULeaveButton_C::OnTimedOut_A9AA3A5B453A4DE8A2BCA6AA5D014B79()
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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("LeaveButton_C", "OnTimedOut_A9AA3A5B453A4DE8A2BCA6AA5D014B79");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function LeaveButton.LeaveButton_C.OnConfirmed_0FD9CDFF41D146A2389F9EBEB64D7769
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// (BlueprintCallable, BlueprintEvent)
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void ULeaveButton_C::OnConfirmed_0FD9CDFF41D146A2389F9EBEB64D7769()
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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("LeaveButton_C", "OnConfirmed_0FD9CDFF41D146A2389F9EBEB64D7769");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function LeaveButton.LeaveButton_C.OnDeclined_0FD9CDFF41D146A2389F9EBEB64D7769
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// (BlueprintCallable, BlueprintEvent)
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void ULeaveButton_C::OnDeclined_0FD9CDFF41D146A2389F9EBEB64D7769()
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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("LeaveButton_C", "OnDeclined_0FD9CDFF41D146A2389F9EBEB64D7769");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function LeaveButton.LeaveButton_C.OnTimedOut_0FD9CDFF41D146A2389F9EBEB64D7769
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// (BlueprintCallable, BlueprintEvent)
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void ULeaveButton_C::OnTimedOut_0FD9CDFF41D146A2389F9EBEB64D7769()
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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("LeaveButton_C", "OnTimedOut_0FD9CDFF41D146A2389F9EBEB64D7769");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function LeaveButton.LeaveButton_C.GetLeaveActionText
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// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// class FText* TEXT (Parm, OutParm)
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void ULeaveButton_C::GetLeaveActionText(class FText* TEXT)
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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("LeaveButton_C", "GetLeaveActionText");
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Params::LeaveButton_C_GetLeaveActionText Parms{};
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UObject::ProcessEvent(Func, &Parms);
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if (TEXT != nullptr)
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*TEXT = std::move(Parms.TEXT);
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}
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// Function LeaveButton.LeaveButton_C.IsConsideredInGame
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// bool* InGame (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void ULeaveButton_C::IsConsideredInGame(bool* InGame)
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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("LeaveButton_C", "IsConsideredInGame");
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Params::LeaveButton_C_IsConsideredInGame Parms{};
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UObject::ProcessEvent(Func, &Parms);
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if (InGame != nullptr)
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*InGame = Parms.InGame;
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}
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// Function LeaveButton.LeaveButton_C.UpdateState
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// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
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void ULeaveButton_C::UpdateState()
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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("LeaveButton_C", "UpdateState");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function LeaveButton.LeaveButton_C.LeaveParty
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// (Public, BlueprintCallable, BlueprintEvent)
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void ULeaveButton_C::LeaveParty()
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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("LeaveButton_C", "LeaveParty");
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UObject::ProcessEvent(Func, nullptr);
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}
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}
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#pragma pack(pop)
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