Files
ReshadePluginsCore/WuchangFF/SDK/Functions_CombatCharacter_classes.hpp
2026-03-12 15:00:32 +01:00

60 lines
1.9 KiB
C++

#pragma once
/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/
// Package: Functions_CombatCharacter
#include "Basic.hpp"
#include "AbstractCharacter_classes.hpp"
namespace SDK
{
// BlueprintGeneratedClass Functions_CombatCharacter.Functions_CombatCharacter_C
// 0x0000 (0x0EB0 - 0x0EB0)
#pragma pack(push, 0x1)
class alignas(0x10) AFunctions_CombatCharacter_C : public AAbstractCharacter_C
{
public:
void GetMyAIOptimizingComp(class UAIOptimizingComponent_C** AIOptimizingComponent);
void GetMyCharShape(class UCharShapeComponent_C** CharShapeComponent);
void GetMyDynamicTargeting(class UDynamicTargetingComponent_C** DynamicTargeting);
void GetMyEquipmentSkill(class UEquipmentSkillModel_C** EquipmentSkillModel);
void GetMyFallenDamage(class UFallenDamageComponent_C** FallenDamageComponent);
void GetMyInputBuffer(class UInputBufferComponent_C** InputBuffer);
void GetMyInteractiveEnv(class UInteractiveEnvironmentComponent_C** InteractiveEnvironmentComponent);
void GetMyInventory(class UInventoryComponent_C** Inventory);
void GetMyLadderComp(class ULadderComponent_C** LadderComponent);
void GetMyMana(class UExtendedStatComponent_C** ExtendedMana);
void GetMyPlayerPostureComp(class UPlayerPostureCompoent_C** comp);
void GetMySpecialBullet(class USpecialBulletComponent_C** SpecialBulletComponent);
void GetMySpringArms(class USpringArmsComponent_C** SpringArmsComponent);
void GetMyUIInteractComp(class UUIInteractComponent_C** UIInteractComponent);
void GetMyUINotify(class UUINotifyComponent_C** UINotifyComponent);
public:
static class UClass* StaticClass()
{
BP_STATIC_CLASS_IMPL("Functions_CombatCharacter_C")
}
static const class FName& StaticName()
{
STATIC_NAME_IMPL(L"Functions_CombatCharacter_C")
}
static class AFunctions_CombatCharacter_C* GetDefaultObj()
{
return GetDefaultObjImpl<AFunctions_CombatCharacter_C>();
}
};
#pragma pack(pop)
DUMPER7_ASSERTS_AFunctions_CombatCharacter_C;
}