Files
UnrealEvent/Aeon-740/SDK/AthenaQuestFunctionLibrary_functions.cpp
2024-10-18 01:01:36 +01:00

238 lines
14 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: AthenaQuestFunctionLibrary
#include "Basic.hpp"
#include "AthenaQuestFunctionLibrary_classes.hpp"
#include "AthenaQuestFunctionLibrary_parameters.hpp"
namespace SDK
{
// Function AthenaQuestFunctionLibrary.AthenaQuestFunctionLibrary_C.Athena_HasQuest
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPlayerController* InPlayerControlle (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UFortQuestItemDefinition* InQuestItemRef (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool PlayerHasQuest (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UAthenaQuestFunctionLibrary_C::Athena_HasQuest(class AFortPlayerController* InPlayerControlle, class UFortQuestItemDefinition* InQuestItemRef, class UObject* __WorldContext, bool* PlayerHasQuest)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("AthenaQuestFunctionLibrary_C", "Athena_HasQuest");
Params::AthenaQuestFunctionLibrary_C_Athena_HasQuest Parms{};
Parms.InPlayerControlle = InPlayerControlle;
Parms.InQuestItemRef = InQuestItemRef;
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (PlayerHasQuest != nullptr)
*PlayerHasQuest = Parms.PlayerHasQuest;
}
// Function AthenaQuestFunctionLibrary.AthenaQuestFunctionLibrary_C.Athena_HasPlayerCompletedQuest
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPlayerController* InPlayerControlle (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UFortQuestItemDefinition* InQuestItemRef (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool HasQuest (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
// bool QuestCompleted (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UAthenaQuestFunctionLibrary_C::Athena_HasPlayerCompletedQuest(class AFortPlayerController* InPlayerControlle, class UFortQuestItemDefinition* InQuestItemRef, class UObject* __WorldContext, bool* HasQuest, bool* QuestCompleted)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("AthenaQuestFunctionLibrary_C", "Athena_HasPlayerCompletedQuest");
Params::AthenaQuestFunctionLibrary_C_Athena_HasPlayerCompletedQuest Parms{};
Parms.InPlayerControlle = InPlayerControlle;
Parms.InQuestItemRef = InQuestItemRef;
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (HasQuest != nullptr)
*HasQuest = Parms.HasQuest;
if (QuestCompleted != nullptr)
*QuestCompleted = Parms.QuestCompleted;
}
// Function AthenaQuestFunctionLibrary.AthenaQuestFunctionLibrary_C.Athena_CheckQuestAndObjectiveCompletion
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPlayerController* InPlayerControlle (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UFortQuestItemDefinition* InQuestItemRef (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName ObjectiveBackendName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool QuestIsValid (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
// bool QuestCompleted (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
// bool ObjectiveCompleted (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UAthenaQuestFunctionLibrary_C::Athena_CheckQuestAndObjectiveCompletion(class AFortPlayerController* InPlayerControlle, class UFortQuestItemDefinition* InQuestItemRef, class FName ObjectiveBackendName, class UObject* __WorldContext, bool* QuestIsValid, bool* QuestCompleted, bool* ObjectiveCompleted)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("AthenaQuestFunctionLibrary_C", "Athena_CheckQuestAndObjectiveCompletion");
Params::AthenaQuestFunctionLibrary_C_Athena_CheckQuestAndObjectiveCompletion Parms{};
Parms.InPlayerControlle = InPlayerControlle;
Parms.InQuestItemRef = InQuestItemRef;
Parms.ObjectiveBackendName = ObjectiveBackendName;
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (QuestIsValid != nullptr)
*QuestIsValid = Parms.QuestIsValid;
if (QuestCompleted != nullptr)
*QuestCompleted = Parms.QuestCompleted;
if (ObjectiveCompleted != nullptr)
*ObjectiveCompleted = Parms.ObjectiveCompleted;
}
// Function AthenaQuestFunctionLibrary.AthenaQuestFunctionLibrary_C.Athena_GiveQuestUpdateToPlayers
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UFortQuestItemDefinition* InQuestItemRef (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName ObjectiveBackendName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FDataTableRowHandle ObjectiveStatEvent (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// TArray<class AFortPlayerController*> PlayerControllersForUpdate (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UAthenaQuestFunctionLibrary_C::Athena_GiveQuestUpdateToPlayers(class UFortQuestItemDefinition* InQuestItemRef, class FName ObjectiveBackendName, const struct FDataTableRowHandle& ObjectiveStatEvent, TArray<class AFortPlayerController*>& PlayerControllersForUpdate, class UObject* __WorldContext)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("AthenaQuestFunctionLibrary_C", "Athena_GiveQuestUpdateToPlayers");
Params::AthenaQuestFunctionLibrary_C_Athena_GiveQuestUpdateToPlayers Parms{};
Parms.InQuestItemRef = InQuestItemRef;
Parms.ObjectiveBackendName = ObjectiveBackendName;
Parms.ObjectiveStatEvent = std::move(ObjectiveStatEvent);
Parms.PlayerControllersForUpdate = std::move(PlayerControllersForUpdate);
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
PlayerControllersForUpdate = std::move(Parms.PlayerControllersForUpdate);
}
// Function AthenaQuestFunctionLibrary.AthenaQuestFunctionLibrary_C.Athena_QuestObjectiveCounter
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPlayerController* FortPlayerControllerAthena (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UFortQuestItemDefinition* ObjectiveItem (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// struct FDataTableRowHandle ObjectiveStat (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 QuestCountAchieved (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32 QuestCountRequired (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CountSuccessfullyReturned (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UAthenaQuestFunctionLibrary_C::Athena_QuestObjectiveCounter(class AFortPlayerController* FortPlayerControllerAthena, class UFortQuestItemDefinition* ObjectiveItem, const struct FDataTableRowHandle& ObjectiveStat, class UObject* __WorldContext, int32* QuestCountAchieved, int32* QuestCountRequired, bool* CountSuccessfullyReturned)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("AthenaQuestFunctionLibrary_C", "Athena_QuestObjectiveCounter");
Params::AthenaQuestFunctionLibrary_C_Athena_QuestObjectiveCounter Parms{};
Parms.FortPlayerControllerAthena = FortPlayerControllerAthena;
Parms.ObjectiveItem = ObjectiveItem;
Parms.ObjectiveStat = std::move(ObjectiveStat);
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (QuestCountAchieved != nullptr)
*QuestCountAchieved = Parms.QuestCountAchieved;
if (QuestCountRequired != nullptr)
*QuestCountRequired = Parms.QuestCountRequired;
if (CountSuccessfullyReturned != nullptr)
*CountSuccessfullyReturned = Parms.CountSuccessfullyReturned;
}
// Function AthenaQuestFunctionLibrary.AthenaQuestFunctionLibrary_C.Athena_CheckCreativeMode
// (Static, Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AGameStateBase* InGameState (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CanCompleteQuest (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void UAthenaQuestFunctionLibrary_C::Athena_CheckCreativeMode(class AGameStateBase* InGameState, class UObject* __WorldContext, bool* CanCompleteQuest)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("AthenaQuestFunctionLibrary_C", "Athena_CheckCreativeMode");
Params::AthenaQuestFunctionLibrary_C_Athena_CheckCreativeMode Parms{};
Parms.InGameState = InGameState;
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
if (CanCompleteQuest != nullptr)
*CanCompleteQuest = Parms.CanCompleteQuest;
}
// Function AthenaQuestFunctionLibrary.AthenaQuestFunctionLibrary_C.Athena_IsCreativeOrPlaygroundPlaylist
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FGameplayTagContainer TagContainer (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ReferenceParm)
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor)
bool UAthenaQuestFunctionLibrary_C::Athena_IsCreativeOrPlaygroundPlaylist(const struct FGameplayTagContainer& TagContainer, class UObject* __WorldContext)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = StaticClass()->GetFunction("AthenaQuestFunctionLibrary_C", "Athena_IsCreativeOrPlaygroundPlaylist");
Params::AthenaQuestFunctionLibrary_C_Athena_IsCreativeOrPlaygroundPlaylist Parms{};
Parms.TagContainer = std::move(TagContainer);
Parms.__WorldContext = __WorldContext;
GetDefaultObj()->ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
}