mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-26 19:33:43 +00:00
216 lines
6.5 KiB
C++
216 lines
6.5 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: CommonInput
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#include "Basic.hpp"
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#include "CommonInput_classes.hpp"
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#include "CommonInput_parameters.hpp"
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namespace SDK
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{
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// DelegateFunction CommonInput.CommonInputSubsystem.InputMethodChangedDelegate__DelegateSignature
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// (MulticastDelegate, Public, Delegate)
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// Parameters:
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// ECommonInputType bNewInputType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void UCommonInputSubsystem::InputMethodChangedDelegate__DelegateSignature(ECommonInputType bNewInputType)
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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 = Class->GetFunction("CommonInputSubsystem", "InputMethodChangedDelegate__DelegateSignature");
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Params::CommonInputSubsystem_InputMethodChangedDelegate__DelegateSignature Parms{};
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Parms.bNewInputType = bNewInputType;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function CommonInput.CommonInputSubsystem.SetCurrentInputType
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// ECommonInputType NewInputType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void UCommonInputSubsystem::SetCurrentInputType(ECommonInputType NewInputType)
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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 = Class->GetFunction("CommonInputSubsystem", "SetCurrentInputType");
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Params::CommonInputSubsystem_SetCurrentInputType Parms{};
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Parms.NewInputType = NewInputType;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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// Function CommonInput.CommonInputSubsystem.SetGamepadInputType
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// ECommonGamepadType InGamepadInputType (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void UCommonInputSubsystem::SetGamepadInputType(ECommonGamepadType InGamepadInputType)
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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 = Class->GetFunction("CommonInputSubsystem", "SetGamepadInputType");
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Params::CommonInputSubsystem_SetGamepadInputType Parms{};
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Parms.InGamepadInputType = InGamepadInputType;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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// Function CommonInput.CommonInputSubsystem.GetCurrentGamepadType
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// ECommonGamepadType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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ECommonGamepadType UCommonInputSubsystem::GetCurrentGamepadType() const
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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 = Class->GetFunction("CommonInputSubsystem", "GetCurrentGamepadType");
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Params::CommonInputSubsystem_GetCurrentGamepadType Parms{};
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function CommonInput.CommonInputSubsystem.GetCurrentInputType
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// ECommonInputType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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ECommonInputType UCommonInputSubsystem::GetCurrentInputType() const
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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 = Class->GetFunction("CommonInputSubsystem", "GetCurrentInputType");
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Params::CommonInputSubsystem_GetCurrentInputType Parms{};
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function CommonInput.CommonInputSubsystem.GetDefaultInputType
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// ECommonInputType ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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ECommonInputType UCommonInputSubsystem::GetDefaultInputType() const
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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 = Class->GetFunction("CommonInputSubsystem", "GetDefaultInputType");
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Params::CommonInputSubsystem_GetDefaultInputType Parms{};
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function CommonInput.CommonInputSubsystem.IsUsingPointerInput
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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bool UCommonInputSubsystem::IsUsingPointerInput() const
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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 = Class->GetFunction("CommonInputSubsystem", "IsUsingPointerInput");
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Params::CommonInputSubsystem_IsUsingPointerInput Parms{};
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function CommonInput.CommonInputSubsystem.ShouldShowInputKeys
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// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
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// Parameters:
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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bool UCommonInputSubsystem::ShouldShowInputKeys() const
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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 = Class->GetFunction("CommonInputSubsystem", "ShouldShowInputKeys");
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Params::CommonInputSubsystem_ShouldShowInputKeys Parms{};
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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}
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