Files
Alphanium/CppSDK/SDK/MyFort_Manager_functions.cpp

370 lines
12 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: MyFort_Manager
#include "Basic.hpp"
#include "MyFort_Manager_classes.hpp"
#include "MyFort_Manager_parameters.hpp"
#pragma pack(push, 0x4)
namespace SDK
{
// Function MyFort_Manager.MyFort_Manager_C.ExecuteUbergraph_MyFort_Manager
// (HasDefaults)
// Parameters:
// int32 EntryPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AMyFort_Manager_C::ExecuteUbergraph_MyFort_Manager(int32 EntryPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyFort_Manager_C", "ExecuteUbergraph_MyFort_Manager");
Params::MyFort_Manager_C_ExecuteUbergraph_MyFort_Manager Parms{};
Parms.EntryPoint = EntryPoint;
UObject::ProcessEvent(Func, &Parms);
}
// Function MyFort_Manager.MyFort_Manager_C.BannerColors
// (BlueprintCallable, BlueprintEvent)
void AMyFort_Manager_C::BannerColors()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyFort_Manager_C", "BannerColors");
UObject::ProcessEvent(Func, nullptr);
}
// Function MyFort_Manager.MyFort_Manager_C.PositioningActors
// (BlueprintCallable, BlueprintEvent)
void AMyFort_Manager_C::PositioningActors()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyFort_Manager_C", "PositioningActors");
UObject::ProcessEvent(Func, nullptr);
}
// Function MyFort_Manager.MyFort_Manager_C.FindNumberofBuildings
// (BlueprintCallable, BlueprintEvent)
void AMyFort_Manager_C::FindNumberofBuildings()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyFort_Manager_C", "FindNumberofBuildings");
UObject::ProcessEvent(Func, nullptr);
}
// Function MyFort_Manager.MyFort_Manager_C.SpawnBuildings
// (BlueprintCallable, BlueprintEvent)
void AMyFort_Manager_C::SpawnBuildings()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyFort_Manager_C", "SpawnBuildings");
UObject::ProcessEvent(Func, nullptr);
}
// Function MyFort_Manager.MyFort_Manager_C.OnMyTownBannerColorChanged_Event
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FLinearColor& NewColor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AMyFort_Manager_C::OnMyTownBannerColorChanged_Event(const struct FLinearColor& NewColor)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyFort_Manager_C", "OnMyTownBannerColorChanged_Event");
Params::MyFort_Manager_C_OnMyTownBannerColorChanged_Event Parms{};
Parms.NewColor = std::move(NewColor);
UObject::ProcessEvent(Func, &Parms);
}
// Function MyFort_Manager.MyFort_Manager_C.OnMyTownInitialized_Event
// (BlueprintCallable, BlueprintEvent)
void AMyFort_Manager_C::OnMyTownInitialized_Event()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyFort_Manager_C", "OnMyTownInitialized_Event");
UObject::ProcessEvent(Func, nullptr);
}
// Function MyFort_Manager.MyFort_Manager_C.ReceiveBeginPlay
// (Event, Public, BlueprintEvent)
void AMyFort_Manager_C::ReceiveBeginPlay()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyFort_Manager_C", "ReceiveBeginPlay");
UObject::ProcessEvent(Func, nullptr);
}
// Function MyFort_Manager.MyFort_Manager_C.HandleClientEvent_OnboardingInitializeVisuals
// (HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UObject* EventSource (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// class UObject* EventFocus (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FFortClientEvent& ClientEvent (ConstParm, Parm, OutParm, ReferenceParm)
void AMyFort_Manager_C::HandleClientEvent_OnboardingInitializeVisuals(class UObject* EventSource, class UObject* EventFocus, const struct FFortClientEvent& ClientEvent)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyFort_Manager_C", "HandleClientEvent_OnboardingInitializeVisuals");
Params::MyFort_Manager_C_HandleClientEvent_OnboardingInitializeVisuals Parms{};
Parms.EventSource = EventSource;
Parms.EventFocus = EventFocus;
Parms.ClientEvent = std::move(ClientEvent);
UObject::ProcessEvent(Func, &Parms);
}
// Function MyFort_Manager.MyFort_Manager_C.ChangeWorker
// (BlueprintCallable, BlueprintEvent)
void AMyFort_Manager_C::ChangeWorker()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyFort_Manager_C", "ChangeWorker");
UObject::ProcessEvent(Func, nullptr);
}
// Function MyFort_Manager.MyFort_Manager_C.OnMyTownBuildingWorkersChanged_Event_0_Copy
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// const class FString& BuildingTemplateId (Parm, ZeroConstructor)
void AMyFort_Manager_C::OnMyTownBuildingWorkersChanged_Event_0_Copy(const class FString& BuildingTemplateId)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyFort_Manager_C", "OnMyTownBuildingWorkersChanged_Event_0_Copy");
Params::MyFort_Manager_C_OnMyTownBuildingWorkersChanged_Event_0_Copy Parms{};
Parms.BuildingTemplateId = std::move(BuildingTemplateId);
UObject::ProcessEvent(Func, &Parms);
}
// Function MyFort_Manager.MyFort_Manager_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)
void AMyFort_Manager_C::UserConstructionScript()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyFort_Manager_C", "UserConstructionScript");
UObject::ProcessEvent(Func, nullptr);
}
// Function MyFort_Manager.MyFort_Manager_C.Initialize Array
// (Public, BlueprintCallable, BlueprintEvent)
void AMyFort_Manager_C::Initialize_Array()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyFort_Manager_C", "Initialize Array");
UObject::ProcessEvent(Func, nullptr);
}
// Function MyFort_Manager.MyFort_Manager_C.SaveBuildingPosition
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
void AMyFort_Manager_C::SaveBuildingPosition()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyFort_Manager_C", "SaveBuildingPosition");
UObject::ProcessEvent(Func, nullptr);
}
// Function MyFort_Manager.MyFort_Manager_C.UpdateRoads
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
void AMyFort_Manager_C::UpdateRoads()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyFort_Manager_C", "UpdateRoads");
UObject::ProcessEvent(Func, nullptr);
}
// Function MyFort_Manager.MyFort_Manager_C.SmallWorldCollision
// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FVector& InitialBuildingLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FVector& CameraLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// class USphereComponent* Collision (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// float DistanceOffset (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AMyFort_Manager_C::SmallWorldCollision(const struct FVector& InitialBuildingLocation, const struct FVector& CameraLocation, class USphereComponent* Collision, float DistanceOffset)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyFort_Manager_C", "SmallWorldCollision");
Params::MyFort_Manager_C_SmallWorldCollision Parms{};
Parms.InitialBuildingLocation = std::move(InitialBuildingLocation);
Parms.CameraLocation = std::move(CameraLocation);
Parms.Collision = Collision;
Parms.DistanceOffset = DistanceOffset;
UObject::ProcessEvent(Func, &Parms);
}
// Function MyFort_Manager.MyFort_Manager_C.FindBuildingID
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// const class FString& A (Parm, ZeroConstructor)
// class AMyTownBuildingActor** Item (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor)
bool AMyFort_Manager_C::FindBuildingID(const class FString& A, class AMyTownBuildingActor** Item)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyFort_Manager_C", "FindBuildingID");
Params::MyFort_Manager_C_FindBuildingID Parms{};
Parms.A = std::move(A);
UObject::ProcessEvent(Func, &Parms);
if (Item != nullptr)
*Item = Parms.Item;
return Parms.ReturnValue;
}
// Function MyFort_Manager.MyFort_Manager_C.MouseOverBuildingState
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// int32 Building_ID (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// class AMyTownBuildingActor** Building (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
// class USphereComponent** CollisionComponent (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
// class UStaticMeshComponent** Building_Mesh (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AMyFort_Manager_C::MouseOverBuildingState(int32 Building_ID, class AMyTownBuildingActor** Building, class USphereComponent** CollisionComponent, class UStaticMeshComponent** Building_Mesh)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyFort_Manager_C", "MouseOverBuildingState");
Params::MyFort_Manager_C_MouseOverBuildingState Parms{};
Parms.Building_ID = Building_ID;
UObject::ProcessEvent(Func, &Parms);
if (Building != nullptr)
*Building = Parms.Building;
if (CollisionComponent != nullptr)
*CollisionComponent = Parms.CollisionComponent;
if (Building_Mesh != nullptr)
*Building_Mesh = Parms.Building_Mesh;
}
// Function MyFort_Manager.MyFort_Manager_C.ShouldCreateBuilding
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UMyTownBuildingDefinitionData* Building_Definition (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// bool* Allow_Create (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AMyFort_Manager_C::ShouldCreateBuilding(class UMyTownBuildingDefinitionData* Building_Definition, bool* Allow_Create)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MyFort_Manager_C", "ShouldCreateBuilding");
Params::MyFort_Manager_C_ShouldCreateBuilding Parms{};
Parms.Building_Definition = Building_Definition;
UObject::ProcessEvent(Func, &Parms);
if (Allow_Create != nullptr)
*Allow_Create = Parms.Allow_Create;
}
}
#pragma pack(pop)