#pragma once

/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/

// Package: Athena_GameState

#include "Basic.hpp"

#include "Athena_GameState_classes.hpp"
#include "Athena_GameState_parameters.hpp"


namespace SDK
{

// Function Athena_GameState.Athena_GameState_C.ExecuteUbergraph_Athena_GameState
// (Final, UbergraphFunction)
// Parameters:
// int32                                   EntryPoint                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void AAthena_GameState_C::ExecuteUbergraph_Athena_GameState(int32 EntryPoint)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("Athena_GameState_C", "ExecuteUbergraph_Athena_GameState");

	Params::Athena_GameState_C_ExecuteUbergraph_Athena_GameState Parms{};

	Parms.EntryPoint = EntryPoint;

	UObject::ProcessEvent(Func, &Parms);
}


// Function Athena_GameState.Athena_GameState_C.OnWinnerAnnounced
// (Event, Public, BlueprintEvent)

void AAthena_GameState_C::OnWinnerAnnounced()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("Athena_GameState_C", "OnWinnerAnnounced");

	UObject::ProcessEvent(Func, nullptr);
}


// Function Athena_GameState.Athena_GameState_C.Timeline_0__FinishedFunc
// (BlueprintEvent)

void AAthena_GameState_C::Timeline_0__FinishedFunc()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("Athena_GameState_C", "Timeline_0__FinishedFunc");

	UObject::ProcessEvent(Func, nullptr);
}


// Function Athena_GameState.Athena_GameState_C.Timeline_0__UpdateFunc
// (BlueprintEvent)

void AAthena_GameState_C::Timeline_0__UpdateFunc()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("Athena_GameState_C", "Timeline_0__UpdateFunc");

	UObject::ProcessEvent(Func, nullptr);
}


// Function Athena_GameState.Athena_GameState_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)

void AAthena_GameState_C::UserConstructionScript()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("Athena_GameState_C", "UserConstructionScript");

	UObject::ProcessEvent(Func, nullptr);
}

}

