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

513 lines
17 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: MinigameSettingsMachine
#include "Basic.hpp"
#include "MinigameSettingsMachine_classes.hpp"
#include "MinigameSettingsMachine_parameters.hpp"
namespace SDK
{
// Function MinigameSettingsMachine.MinigameSettingsMachine_C.ExecuteUbergraph_MinigameSettingsMachine
// (Final, UbergraphFunction)
// Parameters:
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AMinigameSettingsMachine_C::ExecuteUbergraph_MinigameSettingsMachine(int32 EntryPoint)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MinigameSettingsMachine_C", "ExecuteUbergraph_MinigameSettingsMachine");
Params::MinigameSettingsMachine_C_ExecuteUbergraph_MinigameSettingsMachine Parms{};
Parms.EntryPoint = EntryPoint;
UObject::ProcessEvent(Func, &Parms);
}
// Function MinigameSettingsMachine.MinigameSettingsMachine_C.AbandonMinigameHelper
// (BlueprintCallable, BlueprintEvent)
void AMinigameSettingsMachine_C::AbandonMinigameHelper()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MinigameSettingsMachine_C", "AbandonMinigameHelper");
UObject::ProcessEvent(Func, nullptr);
}
// Function MinigameSettingsMachine.MinigameSettingsMachine_C.StartMinigameHelper
// (BlueprintCallable, BlueprintEvent)
void AMinigameSettingsMachine_C::StartMinigameHelper()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MinigameSettingsMachine_C", "StartMinigameHelper");
UObject::ProcessEvent(Func, nullptr);
}
// Function MinigameSettingsMachine.MinigameSettingsMachine_C.OnGameSettingsUpdated
// (BlueprintCallable, BlueprintEvent)
void AMinigameSettingsMachine_C::OnGameSettingsUpdated()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MinigameSettingsMachine_C", "OnGameSettingsUpdated");
UObject::ProcessEvent(Func, nullptr);
}
// Function MinigameSettingsMachine.MinigameSettingsMachine_C.ReceiveBeginPlay
// (Event, Protected, BlueprintEvent)
void AMinigameSettingsMachine_C::ReceiveBeginPlay()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MinigameSettingsMachine_C", "ReceiveBeginPlay");
UObject::ProcessEvent(Func, nullptr);
}
// Function MinigameSettingsMachine.MinigameSettingsMachine_C.BlueprintOnInteract
// (BlueprintAuthorityOnly, Event, Public, BlueprintEvent)
// Parameters:
// class AFortPawn* InteractingPawn (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AMinigameSettingsMachine_C::BlueprintOnInteract(const class AFortPawn* InteractingPawn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MinigameSettingsMachine_C", "BlueprintOnInteract");
Params::MinigameSettingsMachine_C_BlueprintOnInteract Parms{};
Parms.InteractingPawn = InteractingPawn;
UObject::ProcessEvent(Func, &Parms);
}
// Function MinigameSettingsMachine.MinigameSettingsMachine_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)
void AMinigameSettingsMachine_C::UserConstructionScript()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MinigameSettingsMachine_C", "UserConstructionScript");
UObject::ProcessEvent(Func, nullptr);
}
// Function MinigameSettingsMachine.MinigameSettingsMachine_C.BlueprintOnLocalInteract
// (BlueprintCosmetic, Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AFortPlayerPawn* InteractingPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor)
bool AMinigameSettingsMachine_C::BlueprintOnLocalInteract(class AFortPlayerPawn* InteractingPawn)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MinigameSettingsMachine_C", "BlueprintOnLocalInteract");
Params::MinigameSettingsMachine_C_BlueprintOnLocalInteract Parms{};
Parms.InteractingPawn = InteractingPawn;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function MinigameSettingsMachine.MinigameSettingsMachine_C.GetPickupSpawnLocation
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// struct FVector SpawnLocation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AMinigameSettingsMachine_C::GetPickupSpawnLocation(struct FVector* SpawnLocation)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MinigameSettingsMachine_C", "GetPickupSpawnLocation");
Params::MinigameSettingsMachine_C_GetPickupSpawnLocation Parms{};
UObject::ProcessEvent(Func, &Parms);
if (SpawnLocation != nullptr)
*SpawnLocation = std::move(Parms.SpawnLocation);
}
// Function MinigameSettingsMachine.MinigameSettingsMachine_C.IsValidGame
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool bCanStartGame (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AMinigameSettingsMachine_C::IsValidGame(bool* bCanStartGame)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MinigameSettingsMachine_C", "IsValidGame");
Params::MinigameSettingsMachine_C_IsValidGame Parms{};
UObject::ProcessEvent(Func, &Parms);
if (bCanStartGame != nullptr)
*bCanStartGame = Parms.bCanStartGame;
}
// Function MinigameSettingsMachine.MinigameSettingsMachine_C.HasMinigameStarted
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// bool bHasStarted (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AMinigameSettingsMachine_C::HasMinigameStarted(bool* bHasStarted)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MinigameSettingsMachine_C", "HasMinigameStarted");
Params::MinigameSettingsMachine_C_HasMinigameStarted Parms{};
UObject::ProcessEvent(Func, &Parms);
if (bHasStarted != nullptr)
*bHasStarted = Parms.bHasStarted;
}
// Function MinigameSettingsMachine.MinigameSettingsMachine_C.UpdateGameMode
// (Public, BlueprintCallable, BlueprintEvent)
void AMinigameSettingsMachine_C::UpdateGameMode()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MinigameSettingsMachine_C", "UpdateGameMode");
UObject::ProcessEvent(Func, nullptr);
}
// Function MinigameSettingsMachine.MinigameSettingsMachine_C.UpdateTimeLimit
// (Public, BlueprintCallable, BlueprintEvent)
void AMinigameSettingsMachine_C::UpdateTimeLimit()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MinigameSettingsMachine_C", "UpdateTimeLimit");
UObject::ProcessEvent(Func, nullptr);
}
// Function MinigameSettingsMachine.MinigameSettingsMachine_C.GetCurrentMinigame
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
// Parameters:
// class AFortMinigame* Minigame (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void AMinigameSettingsMachine_C::GetCurrentMinigame(class AFortMinigame** Minigame)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MinigameSettingsMachine_C", "GetCurrentMinigame");
Params::MinigameSettingsMachine_C_GetCurrentMinigame Parms{};
UObject::ProcessEvent(Func, &Parms);
if (Minigame != nullptr)
*Minigame = Parms.Minigame;
}
// Function MinigameSettingsMachine.MinigameSettingsMachine_C.UpdateSpawnLocationSetting
// (Public, BlueprintCallable, BlueprintEvent)
void AMinigameSettingsMachine_C::UpdateSpawnLocationSetting()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MinigameSettingsMachine_C", "UpdateSpawnLocationSetting");
UObject::ProcessEvent(Func, nullptr);
}
// Function MinigameSettingsMachine.MinigameSettingsMachine_C.UpdateTeamSetting
// (Public, BlueprintCallable, BlueprintEvent)
void AMinigameSettingsMachine_C::UpdateTeamSetting()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MinigameSettingsMachine_C", "UpdateTeamSetting");
UObject::ProcessEvent(Func, nullptr);
}
// Function MinigameSettingsMachine.MinigameSettingsMachine_C.UpdatePostGameSpawnLocationSetting
// (Public, BlueprintCallable, BlueprintEvent)
void AMinigameSettingsMachine_C::UpdatePostGameSpawnLocationSetting()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MinigameSettingsMachine_C", "UpdatePostGameSpawnLocationSetting");
UObject::ProcessEvent(Func, nullptr);
}
// Function MinigameSettingsMachine.MinigameSettingsMachine_C.UpdatePlayerLives
// (Public, BlueprintCallable, BlueprintEvent)
void AMinigameSettingsMachine_C::UpdatePlayerLives()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MinigameSettingsMachine_C", "UpdatePlayerLives");
UObject::ProcessEvent(Func, nullptr);
}
// Function MinigameSettingsMachine.MinigameSettingsMachine_C.UpdateAutoEndTeamThreshold
// (Public, BlueprintCallable, BlueprintEvent)
void AMinigameSettingsMachine_C::UpdateAutoEndTeamThreshold()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MinigameSettingsMachine_C", "UpdateAutoEndTeamThreshold");
UObject::ProcessEvent(Func, nullptr);
}
// Function MinigameSettingsMachine.MinigameSettingsMachine_C.UpdateTeamToMoveToWhenOutOfSpawns
// (Public, BlueprintCallable, BlueprintEvent)
void AMinigameSettingsMachine_C::UpdateTeamToMoveToWhenOutOfSpawns()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MinigameSettingsMachine_C", "UpdateTeamToMoveToWhenOutOfSpawns");
UObject::ProcessEvent(Func, nullptr);
}
// Function MinigameSettingsMachine.MinigameSettingsMachine_C.UpdateEndConditions
// (Public, BlueprintCallable, BlueprintEvent)
void AMinigameSettingsMachine_C::UpdateEndConditions()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MinigameSettingsMachine_C", "UpdateEndConditions");
UObject::ProcessEvent(Func, nullptr);
}
// Function MinigameSettingsMachine.MinigameSettingsMachine_C.UpdateAutoStart
// (Public, BlueprintCallable, BlueprintEvent)
void AMinigameSettingsMachine_C::UpdateAutoStart()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MinigameSettingsMachine_C", "UpdateAutoStart");
UObject::ProcessEvent(Func, nullptr);
}
// Function MinigameSettingsMachine.MinigameSettingsMachine_C.TryAddEndCondition_Kills
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// TArray<struct FFortMinigameStatQuery> EndConditions (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm)
// bool bResult (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AMinigameSettingsMachine_C::TryAddEndCondition_Kills(TArray<struct FFortMinigameStatQuery>& EndConditions, bool* bResult)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MinigameSettingsMachine_C", "TryAddEndCondition_Kills");
Params::MinigameSettingsMachine_C_TryAddEndCondition_Kills Parms{};
Parms.EndConditions = std::move(EndConditions);
UObject::ProcessEvent(Func, &Parms);
EndConditions = std::move(Parms.EndConditions);
if (bResult != nullptr)
*bResult = Parms.bResult;
}
// Function MinigameSettingsMachine.MinigameSettingsMachine_C.TryAddEndCondition_CollectItems
// (Public, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// TArray<struct FFortMinigameStatQuery> EndConditions (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm)
// bool bResult (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
void AMinigameSettingsMachine_C::TryAddEndCondition_CollectItems(TArray<struct FFortMinigameStatQuery>& EndConditions, bool* bResult)
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MinigameSettingsMachine_C", "TryAddEndCondition_CollectItems");
Params::MinigameSettingsMachine_C_TryAddEndCondition_CollectItems Parms{};
Parms.EndConditions = std::move(EndConditions);
UObject::ProcessEvent(Func, &Parms);
EndConditions = std::move(Parms.EndConditions);
if (bResult != nullptr)
*bResult = Parms.bResult;
}
// Function MinigameSettingsMachine.MinigameSettingsMachine_C.UpdateJoinInProgress
// (Public, BlueprintCallable, BlueprintEvent)
void AMinigameSettingsMachine_C::UpdateJoinInProgress()
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MinigameSettingsMachine_C", "UpdateJoinInProgress");
UObject::ProcessEvent(Func, nullptr);
}
// Function MinigameSettingsMachine.MinigameSettingsMachine_C.BlueprintCanInteract
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure, Const)
// Parameters:
// class AFortPawn* InteractingPawn (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor)
bool AMinigameSettingsMachine_C::BlueprintCanInteract(const class AFortPawn* InteractingPawn) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MinigameSettingsMachine_C", "BlueprintCanInteract");
Params::MinigameSettingsMachine_C_BlueprintCanInteract Parms{};
Parms.InteractingPawn = InteractingPawn;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function MinigameSettingsMachine.MinigameSettingsMachine_C.BlueprintGetInteractionString
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, Const)
// Parameters:
// class AFortPawn* InteractingPawn (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FText ReturnValue (Parm, OutParm, ReturnParm)
class FText AMinigameSettingsMachine_C::BlueprintGetInteractionString(const class AFortPawn* InteractingPawn) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MinigameSettingsMachine_C", "BlueprintGetInteractionString");
Params::MinigameSettingsMachine_C_BlueprintGetInteractionString Parms{};
Parms.InteractingPawn = InteractingPawn;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
// Function MinigameSettingsMachine.MinigameSettingsMachine_C.BlueprintGetFailedInteractionString
// (Event, Public, HasOutParams, BlueprintCallable, BlueprintEvent, Const)
// Parameters:
// class AFortPawn* InteractingPawn (ConstParm, BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FText ReturnValue (Parm, OutParm, ReturnParm)
class FText AMinigameSettingsMachine_C::BlueprintGetFailedInteractionString(const class AFortPawn* InteractingPawn) const
{
static class UFunction* Func = nullptr;
if (Func == nullptr)
Func = Class->GetFunction("MinigameSettingsMachine_C", "BlueprintGetFailedInteractionString");
Params::MinigameSettingsMachine_C_BlueprintGetFailedInteractionString Parms{};
Parms.InteractingPawn = InteractingPawn;
UObject::ProcessEvent(Func, &Parms);
return Parms.ReturnValue;
}
}