mirror of
https://github.com/ApfelTeeSaft/Alphanium.git
synced 2026-08-27 19:16:45 +00:00
370 lines
12 KiB
C++
370 lines
12 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: MyFort_Manager
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#include "Basic.hpp"
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#include "MyFort_Manager_classes.hpp"
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#include "MyFort_Manager_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 MyFort_Manager.MyFort_Manager_C.ExecuteUbergraph_MyFort_Manager
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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 AMyFort_Manager_C::ExecuteUbergraph_MyFort_Manager(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("MyFort_Manager_C", "ExecuteUbergraph_MyFort_Manager");
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Params::MyFort_Manager_C_ExecuteUbergraph_MyFort_Manager 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 MyFort_Manager.MyFort_Manager_C.BannerColors
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// (BlueprintCallable, BlueprintEvent)
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void AMyFort_Manager_C::BannerColors()
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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("MyFort_Manager_C", "BannerColors");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MyFort_Manager.MyFort_Manager_C.PositioningActors
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// (BlueprintCallable, BlueprintEvent)
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void AMyFort_Manager_C::PositioningActors()
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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("MyFort_Manager_C", "PositioningActors");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MyFort_Manager.MyFort_Manager_C.FindNumberofBuildings
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// (BlueprintCallable, BlueprintEvent)
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void AMyFort_Manager_C::FindNumberofBuildings()
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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("MyFort_Manager_C", "FindNumberofBuildings");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MyFort_Manager.MyFort_Manager_C.SpawnBuildings
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// (BlueprintCallable, BlueprintEvent)
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void AMyFort_Manager_C::SpawnBuildings()
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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("MyFort_Manager_C", "SpawnBuildings");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MyFort_Manager.MyFort_Manager_C.OnMyTownBannerColorChanged_Event
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// const struct FLinearColor& NewColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AMyFort_Manager_C::OnMyTownBannerColorChanged_Event(const struct FLinearColor& NewColor)
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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("MyFort_Manager_C", "OnMyTownBannerColorChanged_Event");
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Params::MyFort_Manager_C_OnMyTownBannerColorChanged_Event Parms{};
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Parms.NewColor = std::move(NewColor);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function MyFort_Manager.MyFort_Manager_C.OnMyTownInitialized_Event
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// (BlueprintCallable, BlueprintEvent)
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void AMyFort_Manager_C::OnMyTownInitialized_Event()
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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("MyFort_Manager_C", "OnMyTownInitialized_Event");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MyFort_Manager.MyFort_Manager_C.ReceiveBeginPlay
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// (Event, Public, BlueprintEvent)
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void AMyFort_Manager_C::ReceiveBeginPlay()
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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("MyFort_Manager_C", "ReceiveBeginPlay");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MyFort_Manager.MyFort_Manager_C.HandleClientEvent_OnboardingInitializeVisuals
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// (HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UObject* EventSource (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// class UObject* EventFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// const struct FFortClientEvent& ClientEvent (ConstParm, Parm, OutParm, ReferenceParm)
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void AMyFort_Manager_C::HandleClientEvent_OnboardingInitializeVisuals(class UObject* EventSource, class UObject* EventFocus, const struct FFortClientEvent& ClientEvent)
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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("MyFort_Manager_C", "HandleClientEvent_OnboardingInitializeVisuals");
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Params::MyFort_Manager_C_HandleClientEvent_OnboardingInitializeVisuals Parms{};
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Parms.EventSource = EventSource;
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Parms.EventFocus = EventFocus;
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Parms.ClientEvent = std::move(ClientEvent);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function MyFort_Manager.MyFort_Manager_C.ChangeWorker
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// (BlueprintCallable, BlueprintEvent)
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void AMyFort_Manager_C::ChangeWorker()
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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("MyFort_Manager_C", "ChangeWorker");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MyFort_Manager.MyFort_Manager_C.OnMyTownBuildingWorkersChanged_Event_0_Copy
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// (BlueprintCallable, BlueprintEvent)
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// Parameters:
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// const class FString& BuildingTemplateId (Parm, ZeroConstructor)
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void AMyFort_Manager_C::OnMyTownBuildingWorkersChanged_Event_0_Copy(const class FString& BuildingTemplateId)
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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("MyFort_Manager_C", "OnMyTownBuildingWorkersChanged_Event_0_Copy");
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Params::MyFort_Manager_C_OnMyTownBuildingWorkersChanged_Event_0_Copy Parms{};
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Parms.BuildingTemplateId = std::move(BuildingTemplateId);
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function MyFort_Manager.MyFort_Manager_C.UserConstructionScript
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// (Event, Public, BlueprintCallable, BlueprintEvent)
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void AMyFort_Manager_C::UserConstructionScript()
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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("MyFort_Manager_C", "UserConstructionScript");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MyFort_Manager.MyFort_Manager_C.Initialize Array
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// (Public, BlueprintCallable, BlueprintEvent)
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void AMyFort_Manager_C::Initialize_Array()
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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("MyFort_Manager_C", "Initialize Array");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MyFort_Manager.MyFort_Manager_C.SaveBuildingPosition
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// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
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void AMyFort_Manager_C::SaveBuildingPosition()
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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("MyFort_Manager_C", "SaveBuildingPosition");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MyFort_Manager.MyFort_Manager_C.UpdateRoads
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// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
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void AMyFort_Manager_C::UpdateRoads()
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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("MyFort_Manager_C", "UpdateRoads");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function MyFort_Manager.MyFort_Manager_C.SmallWorldCollision
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// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// const struct FVector& InitialBuildingLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// const struct FVector& CameraLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// class USphereComponent* Collision (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// float DistanceOffset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AMyFort_Manager_C::SmallWorldCollision(const struct FVector& InitialBuildingLocation, const struct FVector& CameraLocation, class USphereComponent* Collision, float DistanceOffset)
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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("MyFort_Manager_C", "SmallWorldCollision");
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Params::MyFort_Manager_C_SmallWorldCollision Parms{};
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Parms.InitialBuildingLocation = std::move(InitialBuildingLocation);
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Parms.CameraLocation = std::move(CameraLocation);
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Parms.Collision = Collision;
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Parms.DistanceOffset = DistanceOffset;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function MyFort_Manager.MyFort_Manager_C.FindBuildingID
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// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// const class FString& A (Parm, ZeroConstructor)
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// class AMyTownBuildingActor** Item (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor)
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bool AMyFort_Manager_C::FindBuildingID(const class FString& A, class AMyTownBuildingActor** Item)
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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("MyFort_Manager_C", "FindBuildingID");
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Params::MyFort_Manager_C_FindBuildingID Parms{};
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Parms.A = std::move(A);
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UObject::ProcessEvent(Func, &Parms);
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if (Item != nullptr)
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*Item = Parms.Item;
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return Parms.ReturnValue;
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}
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// Function MyFort_Manager.MyFort_Manager_C.MouseOverBuildingState
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// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// int32 Building_ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// class AMyTownBuildingActor** Building (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// class USphereComponent** CollisionComponent (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// class UStaticMeshComponent** Building_Mesh (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AMyFort_Manager_C::MouseOverBuildingState(int32 Building_ID, class AMyTownBuildingActor** Building, class USphereComponent** CollisionComponent, class UStaticMeshComponent** Building_Mesh)
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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("MyFort_Manager_C", "MouseOverBuildingState");
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Params::MyFort_Manager_C_MouseOverBuildingState Parms{};
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Parms.Building_ID = Building_ID;
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UObject::ProcessEvent(Func, &Parms);
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if (Building != nullptr)
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*Building = Parms.Building;
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if (CollisionComponent != nullptr)
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*CollisionComponent = Parms.CollisionComponent;
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if (Building_Mesh != nullptr)
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*Building_Mesh = Parms.Building_Mesh;
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}
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// Function MyFort_Manager.MyFort_Manager_C.ShouldCreateBuilding
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UMyTownBuildingDefinitionData* Building_Definition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// bool* Allow_Create (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void AMyFort_Manager_C::ShouldCreateBuilding(class UMyTownBuildingDefinitionData* Building_Definition, bool* Allow_Create)
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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("MyFort_Manager_C", "ShouldCreateBuilding");
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Params::MyFort_Manager_C_ShouldCreateBuilding Parms{};
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Parms.Building_Definition = Building_Definition;
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UObject::ProcessEvent(Func, &Parms);
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if (Allow_Create != nullptr)
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*Allow_Create = Parms.Allow_Create;
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}
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}
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#pragma pack(pop)
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