Files
Alphanium/CppSDK/SDK/PlayerPawn_Commando_functions.cpp

187 lines
6.7 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: PlayerPawn_Commando
#include "Basic.hpp"
#include "PlayerPawn_Commando_classes.hpp"
#include "PlayerPawn_Commando_parameters.hpp"
#pragma pack(push, 0x4)
namespace SDK
{
// Function PlayerPawn_Commando.PlayerPawn_Commando_C.ExecuteUbergraph_PlayerPawn_Commando
// (HasDefaults)
// Parameters:
// int32 EntryPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void APlayerPawn_Commando_C::ExecuteUbergraph_PlayerPawn_Commando(int32 EntryPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Commando_C", "ExecuteUbergraph_PlayerPawn_Commando");
Params::PlayerPawn_Commando_C_ExecuteUbergraph_PlayerPawn_Commando Parms{};
Parms.EntryPoint = EntryPoint;
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Commando.PlayerPawn_Commando_C.GameplayCue.Abilities.Activation.Commando.Shockwave
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FGameplayCueParameters& Parameters (Parm)
void APlayerPawn_Commando_C::GameplayCue_Abilities_Activation_Commando_Shockwave(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Commando_C", "GameplayCue.Abilities.Activation.Commando.Shockwave");
Params::PlayerPawn_Commando_C_GameplayCue_Abilities_Activation_Commando_Shockwave Parms{};
Parms.EventType = EventType;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Commando.PlayerPawn_Commando_C.ReceivePossessed
// (Event, Public, BlueprintEvent)
// Parameters:
// class AController* NewController (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void APlayerPawn_Commando_C::ReceivePossessed(class AController* NewController)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Commando_C", "ReceivePossessed");
Params::PlayerPawn_Commando_C_ReceivePossessed Parms{};
Parms.NewController = NewController;
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Commando.PlayerPawn_Commando_C.GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier2
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FGameplayCueParameters& Parameters (Parm)
void APlayerPawn_Commando_C::GameplayCue_Abilities_Activation_Generic_HarvestBuff_Tier2(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Commando_C", "GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier2");
Params::PlayerPawn_Commando_C_GameplayCue_Abilities_Activation_Generic_HarvestBuff_Tier2 Parms{};
Parms.EventType = EventType;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Commando.PlayerPawn_Commando_C.GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier1
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FGameplayCueParameters& Parameters (Parm)
void APlayerPawn_Commando_C::GameplayCue_Abilities_Activation_Generic_HarvestBuff_Tier1(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Commando_C", "GameplayCue.Abilities.Activation.Generic.HarvestBuff.Tier1");
Params::PlayerPawn_Commando_C_GameplayCue_Abilities_Activation_Generic_HarvestBuff_Tier1 Parms{};
Parms.EventType = EventType;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Commando.PlayerPawn_Commando_C.GameplayCue.Abilities.Applied.Commando.MakeItRain
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FGameplayCueParameters& Parameters (Parm)
void APlayerPawn_Commando_C::GameplayCue_Abilities_Applied_Commando_MakeItRain(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Commando_C", "GameplayCue.Abilities.Applied.Commando.MakeItRain");
Params::PlayerPawn_Commando_C_GameplayCue_Abilities_Applied_Commando_MakeItRain Parms{};
Parms.EventType = EventType;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Commando.PlayerPawn_Commando_C.GameplayCue.Abilities.Applied.Commando.IncendiaryRounds
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// EGameplayCueEvent EventType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FGameplayCueParameters& Parameters (Parm)
void APlayerPawn_Commando_C::GameplayCue_Abilities_Applied_Commando_IncendiaryRounds(EGameplayCueEvent EventType, const struct FGameplayCueParameters& Parameters)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Commando_C", "GameplayCue.Abilities.Applied.Commando.IncendiaryRounds");
Params::PlayerPawn_Commando_C_GameplayCue_Abilities_Applied_Commando_IncendiaryRounds Parms{};
Parms.EventType = EventType;
Parms.Parameters = std::move(Parameters);
UObject::ProcessEvent(Func, &Parms);
}
// Function PlayerPawn_Commando.PlayerPawn_Commando_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)
void APlayerPawn_Commando_C::UserConstructionScript()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("PlayerPawn_Commando_C", "UserConstructionScript");
UObject::ProcessEvent(Func, nullptr);
}
}
#pragma pack(pop)