mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-26 19:33:43 +00:00
238 lines
14 KiB
C++
238 lines
14 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: AthenaQuestFunctionLibrary
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#include "Basic.hpp"
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#include "AthenaQuestFunctionLibrary_classes.hpp"
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#include "AthenaQuestFunctionLibrary_parameters.hpp"
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namespace SDK
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{
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// Function AthenaQuestFunctionLibrary.AthenaQuestFunctionLibrary_C.Athena_HasQuest
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// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class AFortPlayerController* InPlayerControlle (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UFortQuestItemDefinition* InQuestItemRef (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool PlayerHasQuest (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void UAthenaQuestFunctionLibrary_C::Athena_HasQuest(class AFortPlayerController* InPlayerControlle, class UFortQuestItemDefinition* InQuestItemRef, class UObject* __WorldContext, bool* PlayerHasQuest)
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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 = StaticClass()->GetFunction("AthenaQuestFunctionLibrary_C", "Athena_HasQuest");
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Params::AthenaQuestFunctionLibrary_C_Athena_HasQuest Parms{};
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Parms.InPlayerControlle = InPlayerControlle;
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Parms.InQuestItemRef = InQuestItemRef;
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Parms.__WorldContext = __WorldContext;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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if (PlayerHasQuest != nullptr)
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*PlayerHasQuest = Parms.PlayerHasQuest;
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}
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// Function AthenaQuestFunctionLibrary.AthenaQuestFunctionLibrary_C.Athena_HasPlayerCompletedQuest
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// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class AFortPlayerController* InPlayerControlle (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UFortQuestItemDefinition* InQuestItemRef (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool HasQuest (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// bool QuestCompleted (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void UAthenaQuestFunctionLibrary_C::Athena_HasPlayerCompletedQuest(class AFortPlayerController* InPlayerControlle, class UFortQuestItemDefinition* InQuestItemRef, class UObject* __WorldContext, bool* HasQuest, bool* QuestCompleted)
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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 = StaticClass()->GetFunction("AthenaQuestFunctionLibrary_C", "Athena_HasPlayerCompletedQuest");
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Params::AthenaQuestFunctionLibrary_C_Athena_HasPlayerCompletedQuest Parms{};
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Parms.InPlayerControlle = InPlayerControlle;
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Parms.InQuestItemRef = InQuestItemRef;
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Parms.__WorldContext = __WorldContext;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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if (HasQuest != nullptr)
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*HasQuest = Parms.HasQuest;
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if (QuestCompleted != nullptr)
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*QuestCompleted = Parms.QuestCompleted;
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}
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// Function AthenaQuestFunctionLibrary.AthenaQuestFunctionLibrary_C.Athena_CheckQuestAndObjectiveCompletion
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// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class AFortPlayerController* InPlayerControlle (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UFortQuestItemDefinition* InQuestItemRef (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class FName ObjectiveBackendName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool QuestIsValid (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// bool QuestCompleted (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// bool ObjectiveCompleted (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void UAthenaQuestFunctionLibrary_C::Athena_CheckQuestAndObjectiveCompletion(class AFortPlayerController* InPlayerControlle, class UFortQuestItemDefinition* InQuestItemRef, class FName ObjectiveBackendName, class UObject* __WorldContext, bool* QuestIsValid, bool* QuestCompleted, bool* ObjectiveCompleted)
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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 = StaticClass()->GetFunction("AthenaQuestFunctionLibrary_C", "Athena_CheckQuestAndObjectiveCompletion");
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Params::AthenaQuestFunctionLibrary_C_Athena_CheckQuestAndObjectiveCompletion Parms{};
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Parms.InPlayerControlle = InPlayerControlle;
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Parms.InQuestItemRef = InQuestItemRef;
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Parms.ObjectiveBackendName = ObjectiveBackendName;
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Parms.__WorldContext = __WorldContext;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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if (QuestIsValid != nullptr)
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*QuestIsValid = Parms.QuestIsValid;
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if (QuestCompleted != nullptr)
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*QuestCompleted = Parms.QuestCompleted;
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if (ObjectiveCompleted != nullptr)
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*ObjectiveCompleted = Parms.ObjectiveCompleted;
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}
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// Function AthenaQuestFunctionLibrary.AthenaQuestFunctionLibrary_C.Athena_GiveQuestUpdateToPlayers
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// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UFortQuestItemDefinition* InQuestItemRef (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class FName ObjectiveBackendName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FDataTableRowHandle ObjectiveStatEvent (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
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// TArray<class AFortPlayerController*> PlayerControllersForUpdate (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UAthenaQuestFunctionLibrary_C::Athena_GiveQuestUpdateToPlayers(class UFortQuestItemDefinition* InQuestItemRef, class FName ObjectiveBackendName, const struct FDataTableRowHandle& ObjectiveStatEvent, TArray<class AFortPlayerController*>& PlayerControllersForUpdate, class UObject* __WorldContext)
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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 = StaticClass()->GetFunction("AthenaQuestFunctionLibrary_C", "Athena_GiveQuestUpdateToPlayers");
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Params::AthenaQuestFunctionLibrary_C_Athena_GiveQuestUpdateToPlayers Parms{};
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Parms.InQuestItemRef = InQuestItemRef;
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Parms.ObjectiveBackendName = ObjectiveBackendName;
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Parms.ObjectiveStatEvent = std::move(ObjectiveStatEvent);
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Parms.PlayerControllersForUpdate = std::move(PlayerControllersForUpdate);
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Parms.__WorldContext = __WorldContext;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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PlayerControllersForUpdate = std::move(Parms.PlayerControllersForUpdate);
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}
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// Function AthenaQuestFunctionLibrary.AthenaQuestFunctionLibrary_C.Athena_QuestObjectiveCounter
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// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class AFortPlayerController* FortPlayerControllerAthena (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UFortQuestItemDefinition* ObjectiveItem (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FDataTableRowHandle ObjectiveStat (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// int32 QuestCountAchieved (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// int32 QuestCountRequired (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CountSuccessfullyReturned (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void UAthenaQuestFunctionLibrary_C::Athena_QuestObjectiveCounter(class AFortPlayerController* FortPlayerControllerAthena, class UFortQuestItemDefinition* ObjectiveItem, const struct FDataTableRowHandle& ObjectiveStat, class UObject* __WorldContext, int32* QuestCountAchieved, int32* QuestCountRequired, bool* CountSuccessfullyReturned)
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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 = StaticClass()->GetFunction("AthenaQuestFunctionLibrary_C", "Athena_QuestObjectiveCounter");
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Params::AthenaQuestFunctionLibrary_C_Athena_QuestObjectiveCounter Parms{};
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Parms.FortPlayerControllerAthena = FortPlayerControllerAthena;
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Parms.ObjectiveItem = ObjectiveItem;
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Parms.ObjectiveStat = std::move(ObjectiveStat);
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Parms.__WorldContext = __WorldContext;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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if (QuestCountAchieved != nullptr)
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*QuestCountAchieved = Parms.QuestCountAchieved;
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if (QuestCountRequired != nullptr)
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*QuestCountRequired = Parms.QuestCountRequired;
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if (CountSuccessfullyReturned != nullptr)
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*CountSuccessfullyReturned = Parms.CountSuccessfullyReturned;
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}
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// Function AthenaQuestFunctionLibrary.AthenaQuestFunctionLibrary_C.Athena_CheckCreativeMode
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// (Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class AGameStateBase* InGameState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CanCompleteQuest (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void UAthenaQuestFunctionLibrary_C::Athena_CheckCreativeMode(class AGameStateBase* InGameState, class UObject* __WorldContext, bool* CanCompleteQuest)
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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 = StaticClass()->GetFunction("AthenaQuestFunctionLibrary_C", "Athena_CheckCreativeMode");
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Params::AthenaQuestFunctionLibrary_C_Athena_CheckCreativeMode Parms{};
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Parms.InGameState = InGameState;
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Parms.__WorldContext = __WorldContext;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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if (CanCompleteQuest != nullptr)
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*CanCompleteQuest = Parms.CanCompleteQuest;
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}
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// Function AthenaQuestFunctionLibrary.AthenaQuestFunctionLibrary_C.Athena_IsCreativeOrPlaygroundPlaylist
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// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// struct FGameplayTagContainer TagContainer (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor)
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bool UAthenaQuestFunctionLibrary_C::Athena_IsCreativeOrPlaygroundPlaylist(const struct FGameplayTagContainer& TagContainer, class UObject* __WorldContext)
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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 = StaticClass()->GetFunction("AthenaQuestFunctionLibrary_C", "Athena_IsCreativeOrPlaygroundPlaylist");
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Params::AthenaQuestFunctionLibrary_C_Athena_IsCreativeOrPlaygroundPlaylist Parms{};
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Parms.TagContainer = std::move(TagContainer);
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Parms.__WorldContext = __WorldContext;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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return Parms.ReturnValue;
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}
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}
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