74 lines
3.0 KiB
C++
74 lines
3.0 KiB
C++
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#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: Functions_BaseAIController
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#include "Basic.hpp"
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#include "DynamicCombatSystem_classes.hpp"
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namespace SDK
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{
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// BlueprintGeneratedClass Functions_BaseAIController.Functions_BaseAIController_C
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// 0x0000 (0x0420 - 0x0420)
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class AFunctions_BaseAIController_C : public ADSCAIController
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{
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public:
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void Get_My_Montages_for_AI(class UMontageManagerComponent_PlacedAI_C** Montage);
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void GetMyAIComp(class UAI_Component_C** AI_Comp);
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void GetMyAIQuery(class UAIQueryActionCollectorComponent_C** AIQueryActionCollectorComponent);
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void GetMyBehavior(class UBehaviorComponent_C** Behavior);
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void GetMyBendingComponent(class UPN_Bending_Component_C** PN_Bending_Component);
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void GetMyBowHandler(class UBowHandler_C** BowHandler);
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void GetMyBuffComp(class UBuffComponent_C** BuffComponent);
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void GetMyClothRebineComp(class UClothRebineComponent_C** ClothRebineComponent);
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void GetMyCollisionHandler(class UCollisionHandlerComponent_C** CollisionHandler);
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void GetMyDerivantComp(class UDerivantComponent_C** DerivantComponent);
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void GetMyDynamicLoader(class UPlugin_LevelSaver_C** DynamicLoaderPlugin);
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void GetMyEffects(class UEffectsComponent_C** EffectsComp);
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void GetMyFallenDamage(class UFallenDamageComponent_C** FallenDamageComponent);
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void GetMyFootDetection(class UFootDetectionComponent_C** FootDetectionComponent);
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void GetMyHealth(class UExtendedStatComponent_C** Health);
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void GetMyInteractiveWorldComponent(class UInteractiveWorldComponent_C** NewParam);
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void GetMyLevelNodeHandler_Actor(class ULevelNodeHandler_Actor_C** LevelNodeHandler_Actor);
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void GetMyLevelNodeHandler_ActorEvent(class ULevelNodeHandler_ActorEvent_C** LevelNodeHandler_ActorEvent);
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class UMagicComponent_C* GetMyMagicComponent();
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void GetMyMontages(class UMontageManagerComponent_C** Montages);
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void GetMyParticleComp(class UParticleComponent_C** ParticleComponent);
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void GetMyParticleEffect(class UParticleEffectComponent_C** ParticleEffectComponent);
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void GetMyProperty(class UCharacterPropertyComponent_C** Property);
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void GetMyRotateComp(class URotatingComponent_C** RotateComp);
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void GetMySpeed(class UMovementSpeedComponent_C** Speed);
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void GetMyStamina(class UExtendedStatComponent_Stamina_C** Stamina);
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void GetMyStateManagerComp(class UStateManagerComponent_C** StateManagerComp);
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void GetMyStatsManager(class UStatsManagerComponent_C** StatsManagerComp);
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void GetMyToleranceComp(class UToleranceComponent_C** ToleranceComponent);
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void GetMyTrapComp(class UTrapComponent_C** TrapComp);
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void GetMyWeaponLoop(class UWeaponLoopComponent_C** WeaponLoopComponent);
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public:
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static class UClass* StaticClass()
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{
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BP_STATIC_CLASS_IMPL("Functions_BaseAIController_C")
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}
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static const class FName& StaticName()
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{
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STATIC_NAME_IMPL(L"Functions_BaseAIController_C")
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}
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static class AFunctions_BaseAIController_C* GetDefaultObj()
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{
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return GetDefaultObjImpl<AFunctions_BaseAIController_C>();
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}
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};
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DUMPER7_ASSERTS_AFunctions_BaseAIController_C;
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}
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