mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-26 19:33:43 +00:00
194 lines
7.5 KiB
C++
194 lines
7.5 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: GAT_ActiveAbility
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#include "Basic.hpp"
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#include "GAT_ActiveAbility_classes.hpp"
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#include "GAT_ActiveAbility_parameters.hpp"
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namespace SDK
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{
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// Function GAT_ActiveAbility.GAT_ActiveAbility_C.ExecuteUbergraph_GAT_ActiveAbility
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// (Final, UbergraphFunction)
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// Parameters:
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// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UGAT_ActiveAbility_C::ExecuteUbergraph_GAT_ActiveAbility(int32 EntryPoint)
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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("GAT_ActiveAbility_C", "ExecuteUbergraph_GAT_ActiveAbility");
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Params::GAT_ActiveAbility_C_ExecuteUbergraph_GAT_ActiveAbility Parms{};
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Parms.EntryPoint = EntryPoint;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function GAT_ActiveAbility.GAT_ActiveAbility_C.K2_ActivateAbility
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// (Event, Protected, BlueprintEvent)
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void UGAT_ActiveAbility_C::K2_ActivateAbility()
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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("GAT_ActiveAbility_C", "K2_ActivateAbility");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function GAT_ActiveAbility.GAT_ActiveAbility_C.SetPawnCollision
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// (Public, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class AFortPawn* FortPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CollisionOn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void UGAT_ActiveAbility_C::SetPawnCollision(class AFortPawn* FortPawn, bool CollisionOn)
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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("GAT_ActiveAbility_C", "SetPawnCollision");
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Params::GAT_ActiveAbility_C_SetPawnCollision Parms{};
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Parms.FortPawn = FortPawn;
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Parms.CollisionOn = CollisionOn;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function GAT_ActiveAbility.GAT_ActiveAbility_C.SetKnockbackImmunity
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// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// bool ImmunityOn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void UGAT_ActiveAbility_C::SetKnockbackImmunity(bool ImmunityOn)
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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("GAT_ActiveAbility_C", "SetKnockbackImmunity");
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Params::GAT_ActiveAbility_C_SetKnockbackImmunity Parms{};
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Parms.ImmunityOn = ImmunityOn;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function GAT_ActiveAbility.GAT_ActiveAbility_C.ActiveAbilitySetup
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UAbilitySystemComponent* AbilitySystemIn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UAbilitySystemComponent* AbilitySystemOut (Parm, OutParm, ZeroConstructor, InstancedReference, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UGAT_ActiveAbility_C::ActiveAbilitySetup(class UAbilitySystemComponent* AbilitySystemIn, class UAbilitySystemComponent** AbilitySystemOut)
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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("GAT_ActiveAbility_C", "ActiveAbilitySetup");
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Params::GAT_ActiveAbility_C_ActiveAbilitySetup Parms{};
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Parms.AbilitySystemIn = AbilitySystemIn;
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UObject::ProcessEvent(Func, &Parms);
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if (AbilitySystemOut != nullptr)
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*AbilitySystemOut = Parms.AbilitySystemOut;
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}
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// Function GAT_ActiveAbility.GAT_ActiveAbility_C.SetHolsterWeaponWithName
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// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class AFortPawn* Target_Fort_Pawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool ShouldHolster (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// bool PlayEquipAnim (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// bool ShowDebugPrintName (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// bool IsWeaponHolstered (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// bool OperationSuccessful (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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void UGAT_ActiveAbility_C::SetHolsterWeaponWithName(class AFortPawn* Target_Fort_Pawn, bool ShouldHolster, bool PlayEquipAnim, bool ShowDebugPrintName, bool* IsWeaponHolstered, bool* OperationSuccessful)
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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("GAT_ActiveAbility_C", "SetHolsterWeaponWithName");
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Params::GAT_ActiveAbility_C_SetHolsterWeaponWithName Parms{};
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Parms.Target_Fort_Pawn = Target_Fort_Pawn;
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Parms.ShouldHolster = ShouldHolster;
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Parms.PlayEquipAnim = PlayEquipAnim;
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Parms.ShowDebugPrintName = ShowDebugPrintName;
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UObject::ProcessEvent(Func, &Parms);
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if (IsWeaponHolstered != nullptr)
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*IsWeaponHolstered = Parms.IsWeaponHolstered;
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if (OperationSuccessful != nullptr)
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*OperationSuccessful = Parms.OperationSuccessful;
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}
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// Function GAT_ActiveAbility.GAT_ActiveAbility_C.SendHeroAbilityActivationEvent
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// (Public, HasDefaults, BlueprintCallable, BlueprintEvent)
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void UGAT_ActiveAbility_C::SendHeroAbilityActivationEvent()
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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("GAT_ActiveAbility_C", "SendHeroAbilityActivationEvent");
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UObject::ProcessEvent(Func, nullptr);
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}
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// Function GAT_ActiveAbility.GAT_ActiveAbility_C.K2_ShouldAbilityRespondToEvent
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// (Event, Protected, HasOutParams, BlueprintCallable, BlueprintEvent, Const)
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// Parameters:
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// struct FGameplayAbilityActorInfo ActorInfo (BlueprintVisible, BlueprintReadOnly, Parm, ContainsInstancedReference)
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// struct FGameplayEventData Payload (BlueprintVisible, BlueprintReadOnly, Parm)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor)
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bool UGAT_ActiveAbility_C::K2_ShouldAbilityRespondToEvent(const struct FGameplayAbilityActorInfo& ActorInfo, const struct FGameplayEventData& Payload) 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("GAT_ActiveAbility_C", "K2_ShouldAbilityRespondToEvent");
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Params::GAT_ActiveAbility_C_K2_ShouldAbilityRespondToEvent Parms{};
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Parms.ActorInfo = std::move(ActorInfo);
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Parms.Payload = std::move(Payload);
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UObject::ProcessEvent(Func, &Parms);
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return Parms.ReturnValue;
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}
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}
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