Files
Alphanium/CppSDK/SDK/ProjectileHuskLobber_Poison_functions.cpp

185 lines
7.3 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: ProjectileHuskLobber_Poison
#include "Basic.hpp"
#include "ProjectileHuskLobber_Poison_classes.hpp"
#include "ProjectileHuskLobber_Poison_parameters.hpp"
#pragma pack(push, 0x4)
namespace SDK
{
// Function ProjectileHuskLobber_Poison.ProjectileHuskLobber_Poison_C.ExecuteUbergraph_ProjectileHuskLobber_Poison
// (HasDefaults)
// Parameters:
// int32 EntryPoint (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AProjectileHuskLobber_Poison_C::ExecuteUbergraph_ProjectileHuskLobber_Poison(int32 EntryPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ProjectileHuskLobber_Poison_C", "ExecuteUbergraph_ProjectileHuskLobber_Poison");
Params::ProjectileHuskLobber_Poison_C_ExecuteUbergraph_ProjectileHuskLobber_Poison Parms{};
Parms.EntryPoint = EntryPoint;
UObject::ProcessEvent(Func, &Parms);
}
// Function ProjectileHuskLobber_Poison.ProjectileHuskLobber_Poison_C.BndEvt__PoisonArea_K2Node_ComponentBoundEvent_97_ComponentEndOverlapSignature__DelegateSignature
// (BlueprintEvent)
// Parameters:
// class AActor* OtherActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// int32 OtherBodyIndex (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AProjectileHuskLobber_Poison_C::BndEvt__PoisonArea_K2Node_ComponentBoundEvent_97_ComponentEndOverlapSignature__DelegateSignature(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ProjectileHuskLobber_Poison_C", "BndEvt__PoisonArea_K2Node_ComponentBoundEvent_97_ComponentEndOverlapSignature__DelegateSignature");
Params::ProjectileHuskLobber_Poison_C_BndEvt__PoisonArea_K2Node_ComponentBoundEvent_97_ComponentEndOverlapSignature__DelegateSignature Parms{};
Parms.OtherActor = OtherActor;
Parms.OtherComp = OtherComp;
Parms.OtherBodyIndex = OtherBodyIndex;
UObject::ProcessEvent(Func, &Parms);
}
// Function ProjectileHuskLobber_Poison.ProjectileHuskLobber_Poison_C.EndCloud
// (BlueprintCallable, BlueprintEvent)
void AProjectileHuskLobber_Poison_C::EndCloud()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ProjectileHuskLobber_Poison_C", "EndCloud");
UObject::ProcessEvent(Func, nullptr);
}
// Function ProjectileHuskLobber_Poison.ProjectileHuskLobber_Poison_C.ReceiveHit
// (Event, Public, HasOutParams, BlueprintEvent)
// Parameters:
// class UPrimitiveComponent* MyComp (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// class AActor* Other (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// class UPrimitiveComponent* OtherComp (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// bool bSelfMoved (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FVector& HitLocation_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FVector& HitNormal (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FVector& NormalImpulse (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// const struct FHitResult& Hit (ConstParm, Parm, OutParm, ReferenceParm, ContainsInstancedReference)
void AProjectileHuskLobber_Poison_C::ReceiveHit(class UPrimitiveComponent* MyComp, class AActor* Other, class UPrimitiveComponent* OtherComp, bool bSelfMoved, const struct FVector& HitLocation_0, const struct FVector& HitNormal, const struct FVector& NormalImpulse, const struct FHitResult& Hit)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ProjectileHuskLobber_Poison_C", "ReceiveHit");
Params::ProjectileHuskLobber_Poison_C_ReceiveHit Parms{};
Parms.MyComp = MyComp;
Parms.Other = Other;
Parms.OtherComp = OtherComp;
Parms.bSelfMoved = bSelfMoved;
Parms.HitLocation_0 = std::move(HitLocation_0);
Parms.HitNormal = std::move(HitNormal);
Parms.NormalImpulse = std::move(NormalImpulse);
Parms.Hit = std::move(Hit);
UObject::ProcessEvent(Func, &Parms);
}
// Function ProjectileHuskLobber_Poison.ProjectileHuskLobber_Poison_C.Timeline_0__UpdateFunc
// (BlueprintEvent)
void AProjectileHuskLobber_Poison_C::Timeline_0__UpdateFunc()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ProjectileHuskLobber_Poison_C", "Timeline_0__UpdateFunc");
UObject::ProcessEvent(Func, nullptr);
}
// Function ProjectileHuskLobber_Poison.ProjectileHuskLobber_Poison_C.Timeline_0__FinishedFunc
// (BlueprintEvent)
void AProjectileHuskLobber_Poison_C::Timeline_0__FinishedFunc()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ProjectileHuskLobber_Poison_C", "Timeline_0__FinishedFunc");
UObject::ProcessEvent(Func, nullptr);
}
// Function ProjectileHuskLobber_Poison.ProjectileHuskLobber_Poison_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)
void AProjectileHuskLobber_Poison_C::UserConstructionScript()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ProjectileHuskLobber_Poison_C", "UserConstructionScript");
UObject::ProcessEvent(Func, nullptr);
}
// Function ProjectileHuskLobber_Poison.ProjectileHuskLobber_Poison_C.Is Valid Damage Target
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor* CollidingActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
// bool* Is_Valid_Damage_Target_0 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
// class AFortPawn** Valid_Pawn (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AProjectileHuskLobber_Poison_C::Is_Valid_Damage_Target(class AActor* CollidingActor, bool* Is_Valid_Damage_Target_0, class AFortPawn** Valid_Pawn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("ProjectileHuskLobber_Poison_C", "Is Valid Damage Target");
Params::ProjectileHuskLobber_Poison_C_Is_Valid_Damage_Target Parms{};
Parms.CollidingActor = CollidingActor;
UObject::ProcessEvent(Func, &Parms);
if (Is_Valid_Damage_Target_0 != nullptr)
*Is_Valid_Damage_Target_0 = Parms.Is_Valid_Damage_Target_0;
if (Valid_Pawn != nullptr)
*Valid_Pawn = Parms.Valid_Pawn;
}
}
#pragma pack(pop)