371 lines
37 KiB
C++
371 lines
37 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: AbstractCharacter
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#include "Basic.hpp"
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#include "ST_CharacterConfig_structs.hpp"
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#include "E_Direction_structs.hpp"
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#include "E_MeleeAttackType_structs.hpp"
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#include "F_DamagePartParam_structs.hpp"
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#include "E_DestructSize_structs.hpp"
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#include "GameplayTags_structs.hpp"
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#include "Engine_structs.hpp"
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#include "E_Activity_structs.hpp"
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#include "E_State_structs.hpp"
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#include "E_ImmortalType_structs.hpp"
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#include "E_MontageAction_structs.hpp"
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#include "E_AttackResult_structs.hpp"
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#include "E_BloodDirectionRule_structs.hpp"
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#include "E_EffectType_structs.hpp"
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#include "E_DeathCollisionType_structs.hpp"
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#include "E_CollisionPart_structs.hpp"
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#include "Functions_AbstractCharacter_classes.hpp"
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#include "E_AIQueryAction_structs.hpp"
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#include "EngineCustomized_structs.hpp"
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#include "E_ImpactType_structs.hpp"
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#include "CoreUObject_structs.hpp"
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#include "E_StunType_structs.hpp"
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#include "E_ApplyEffectMethod_structs.hpp"
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#include "E_RotationMode_structs.hpp"
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#include "E_ItemType_structs.hpp"
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#include "E_PairedAnimMovingType_structs.hpp"
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#include "E_CombatType_structs.hpp"
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#include "E_InputBufferKey_structs.hpp"
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namespace SDK
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{
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// BlueprintGeneratedClass AbstractCharacter.AbstractCharacter_C
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// 0x04E0 (0x0EB0 - 0x09D0)
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#pragma pack(push, 0x1)
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class alignas(0x10) AAbstractCharacter_C : public AFunctions_AbstractCharacter_C
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{
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public:
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struct FPointerToUberGraphFrame UberGraphFrame; // 0x09D0(0x0008)(ZeroConstructor, Transient, DuplicateTransient)
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class UHitPhysicsEffectComponent_C* HitPhysicsEffectComponent; // 0x09D8(0x0008)(BlueprintVisible, ZeroConstructor, InstancedReference, NonTransactional, NoDestructor, HasGetValueTypeHash)
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class UAC_DissolveControllComponent_C* AC_DissolveControllComponent; // 0x09E0(0x0008)(BlueprintVisible, ZeroConstructor, InstancedReference, NonTransactional, NoDestructor, HasGetValueTypeHash)
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class UAC_DissolveComponent_C* AC_DissolveComponent; // 0x09E8(0x0008)(BlueprintVisible, ZeroConstructor, InstancedReference, NonTransactional, NoDestructor, HasGetValueTypeHash)
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class USnowCaptureComponent_C* SnowCaptureComponent; // 0x09F0(0x0008)(BlueprintVisible, ZeroConstructor, InstancedReference, NonTransactional, NoDestructor, HasGetValueTypeHash)
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class UAudioComponent* Audio; // 0x09F8(0x0008)(BlueprintVisible, ZeroConstructor, InstancedReference, NonTransactional, NoDestructor, HasGetValueTypeHash)
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class UPN_Bending_Component_C* PN_Bending_Component; // 0x0A00(0x0008)(BlueprintVisible, ZeroConstructor, InstancedReference, NonTransactional, NoDestructor, HasGetValueTypeHash)
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struct FST_CharacterConfig CharacterConfig; // 0x0A08(0x00B0)(Edit, BlueprintVisible, DisableEditOnInstance, HasGetValueTypeHash)
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double SpeedLastTick; // 0x0AB8(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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double FBlockAlpha; // 0x0AC0(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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double FAimAlpha; // 0x0AC8(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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bool BSlowMotion; // 0x0AD0(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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uint8 Pad_AD1[0x7]; // 0x0AD1(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
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double SpeedCurrentTick; // 0x0AD8(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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double FLadderBlenderTime; // 0x0AE0(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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bool BLadderAnimNextFrame; // 0x0AE8(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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uint8 Pad_AE9[0x3]; // 0x0AE9(0x0003)(Fixing Size After Last Property [ Dumper-7 ])
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int32 MeleeAttackCounter; // 0x0AEC(0x0004)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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E_MeleeAttackType CurrentAttackType; // 0x0AF0(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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uint8 Pad_AF1[0x7]; // 0x0AF1(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
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class UAnimMontage* PresetDeathMontage; // 0x0AF8(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
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class UAnimSequence* PresetDeathAnimation; // 0x0B00(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
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E_Direction LastRecieveHitDirection; // 0x0B08(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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uint8 Pad_B09[0x7]; // 0x0B09(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
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class UDataTable* ActiveMontageProfile; // 0x0B10(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
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TArray<class UExtendedStatComponent_C*> AccumulateStates; // 0x0B18(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance, ContainsInstancedReference)
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TArray<class FName> temp_sockets; // 0x0B28(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance)
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double StaticRotateSpeed; // 0x0B38(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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TArray<struct FF_DamagePartParam> temp_collision_parts; // 0x0B40(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance, ContainsInstancedReference)
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TMulticastInlineDelegate<void()> AnimProfileChanged; // 0x0B50(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
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class UAnimMontage* WaitMentageToChangeWeapon; // 0x0B60(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
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class UAnimMontage* lastSelectMontage; // 0x0B68(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
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TMulticastInlineDelegate<void(TArray<class FString>& GenerateSphereId)> StopGenerateSpheres; // 0x0B70(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
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double ExectedAngleDot; // 0x0B80(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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class USMDCSCharacterCallerEntry* StateMgr; // 0x0B88(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
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class UDCSSMContext_C* StateContext; // 0x0B90(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
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E_DestructSize 体型; // 0x0B98(0x0001)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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uint8 Pad_B99[0x7]; // 0x0B99(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
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TMulticastInlineDelegate<void(const struct FGameplayTag& DamageTag, double Value, class AActor* Causer)> OnUsingCaculateDamage; // 0x0BA0(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
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TMulticastInlineDelegate<void(class UAnimMontage* MontageToPlay, E_State DesiredState, E_MontageAction MontageAction)> OnBeforeMontageActionStartPlay; // 0x0BB0(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
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TMulticastInlineDelegate<void()> DeathComplete; // 0x0BC0(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
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TMulticastInlineDelegate<void(class AActor* Actor)> UnableLockTarget; // 0x0BD0(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
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TMulticastInlineDelegate<void(E_AttackResult Result)> OnAttackResult; // 0x0BE0(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
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E_BloodDirectionRule 飙血规则; // 0x0BF0(0x0001)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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uint8 Pad_BF1[0x7]; // 0x0BF1(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
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TArray<E_DestructSize> 不可被背后蓄力打出带处决体型; // 0x0BF8(0x0010)(Edit, BlueprintVisible, BlueprintReadOnly, DisableEditOnInstance)
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E_DeathCollisionType DeathCollisionType; // 0x0C08(0x0001)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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uint8 Pad_C09[0x7]; // 0x0C09(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
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double 完全开启布娃娃的时候降速百分比; // 0x0C10(0x0008)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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double 布娃娃检查形体额外的大小; // 0x0C18(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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TMap<class FName, bool> 布娃娃检查的形体名称; // 0x0C20(0x0050)(Edit, BlueprintVisible, BlueprintReadOnly, DisableEditOnInstance)
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double 强制启动物理的时间_死亡动画的百分比_; // 0x0C70(0x0008)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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TMap<class FName, class UPrimitiveComponent*> RagdollCheckBody; // 0x0C78(0x0050)(Edit, BlueprintVisible, DisableEditOnInstance, ContainsInstancedReference)
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bool RagdollCheckStart; // 0x0CC8(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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bool PreRagdollCheckStart; // 0x0CC9(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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uint8 Pad_CCA[0x6]; // 0x0CCA(0x0006)(Fixing Size After Last Property [ Dumper-7 ])
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TMap<E_CollisionPart, double> CollisionRadius; // 0x0CD0(0x0050)(Edit, BlueprintVisible, BlueprintReadOnly, DisableEditOnInstance)
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class UDataTable* HitShakeTable; // 0x0D20(0x0008)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
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bool FakeImmortal_SingleFrame; // 0x0D28(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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uint8 Pad_D29[0x7]; // 0x0D29(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
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TMap<class UClass*, class AActor*> AnimItemActor; // 0x0D30(0x0050)(Edit, BlueprintVisible, DisableEditOnInstance)
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TMulticastInlineDelegate<void()> OnFullyOpenRagdoll; // 0x0D80(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
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bool PreRagdollFullyOpen; // 0x0D90(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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bool FullyOpenSimulatePhysics; // 0x0D91(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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uint8 Pad_D92[0x6]; // 0x0D92(0x0006)(Fixing Size After Last Property [ Dumper-7 ])
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TArray<struct FGameplayTag> CharacterDynamicMark; // 0x0D98(0x0010)(Edit, BlueprintVisible, DisableEditOnInstance)
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TMap<struct FGameplayTag, double> 角色所有攻击附带的额外属性; // 0x0DA8(0x0050)(Edit, BlueprintVisible, BlueprintReadOnly, DisableEditOnInstance)
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double 可处决高度差; // 0x0DF8(0x0008)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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TMulticastInlineDelegate<void(E_EffectType Effect, class AAbstractCharacter_C* ApplyedCharacter)> OnApplyedEffectToOtherCharacter; // 0x0E00(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
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double 根据移动速度给物理对象施加的冲击力缩放; // 0x0E10(0x0008)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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double 根据移动速度给物理对象施加的冲击力缩放_人形_; // 0x0E18(0x0008)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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bool AnimationCloseCollision; // 0x0E20(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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uint8 Pad_E21[0x3]; // 0x0E21(0x0003)(Fixing Size After Last Property [ Dumper-7 ])
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class FName 受击后的飙血效果重定向; // 0x0E24(0x0008)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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uint8 Pad_E2C[0x4]; // 0x0E2C(0x0004)(Fixing Size After Last Property [ Dumper-7 ])
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double AttackCounterAccelerate; // 0x0E30(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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int32 LastAttackCounter; // 0x0E38(0x0004)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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bool PauseMove; // 0x0E3C(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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uint8 Pad_E3D[0x3]; // 0x0E3D(0x0003)(Fixing Size After Last Property [ Dumper-7 ])
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class FName NowMontageSectionName; // 0x0E40(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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TMulticastInlineDelegate<void(E_MontageAction MontageAction, int32 CountTime)> OnCountChange; // 0x0E48(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
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TMulticastInlineDelegate<void(const class FString& EventName)> AnimationCallbackByDefault; // 0x0E58(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
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E_MontageAction LastAttackAction; // 0x0E68(0x0001)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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uint8 Pad_E69[0x7]; // 0x0E69(0x0007)(Fixing Size After Last Property [ Dumper-7 ])
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double 消散结束后多久销毁Actor; // 0x0E70(0x0008)(Edit, BlueprintVisible, BlueprintReadOnly, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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class UAnimMontage* CurrentDeathMontage; // 0x0E78(0x0008)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, NoDestructor, HasGetValueTypeHash)
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int32 CurrentRagdollDampingLevel; // 0x0E80(0x0004)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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uint8 Pad_E84[0x4]; // 0x0E84(0x0004)(Fixing Size After Last Property [ Dumper-7 ])
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TMulticastInlineDelegate<void(class UAnimSequenceBase* Anim)> OnForceIdleAnimationUpdate; // 0x0E88(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
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TMulticastInlineDelegate<void(int32 Number)> OnPTConsume; // 0x0E98(0x0010)(Edit, BlueprintVisible, ZeroConstructor, DisableEditOnInstance, BlueprintAssignable, BlueprintCallable)
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public:
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void ActiveRagdollEvent();
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void AddForceToPhysBodyWhenOverlaped(const struct FHitResult& Hit);
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void AddSpecialAccum(const struct FGameplayTag& FirstEffect, double FirstParam);
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void AdjustEffectDuration(E_EffectType Type, double NewDuration);
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void AnimationCallback(const class FString& EventName);
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void AnimationEvent(class FName AnimationEvent_0);
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void Apply_Effect(E_EffectType Type, double Duration, class AActor* Applier, E_ApplyEffectMethod Method, int32 Arg0, const struct FVector& ImpactDirection, bool* Applied);
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void ApplyedEffectToOtherCharacter(E_EffectType Effect, class AAbstractCharacter_C* ApplyedCharacter);
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void ApplyForceActingEffectBack(class AAbstractCharacter_C* Attacker, bool Result, bool ApplyFlyEffect);
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void ApplySpecialDamageData(const TMap<struct FGameplayTag, double>& PropsData, class AActor* HitTarget, E_AttackResult AttackResult);
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void BindEvents();
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void BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_1_OnDissolveStart__DelegateSignature(class FName Key, bool IsDissolve);
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void BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_2_OnDissolveTick__DelegateSignature(class FName Key, double Value, bool IsDissolve, class FName ParameterName);
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void BndEvt__AbstractCharacter_AC_DissolveComponent_K2Node_ComponentBoundEvent_3_OnDissolveEnd__DelegateSignature(class FName Key, bool IsDissolve);
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void BndEvt__AbstractCharacter_CapsuleComponent_K2Node_ComponentBoundEvent_0_ComponentBeginOverlapSignature__DelegateSignature(class UPrimitiveComponent* OverlappedComponent, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult);
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void calculateWeaponBlockData(double* NewParam);
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void Call_SponsorActingEffect(int32 SkillID, class AAbstractCharacter_C* HitTarget);
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void CallAttackResult(E_AttackResult Result);
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void CallBack_ApplyForceActingEffect(E_EffectType VectimEffectType, int32 UsePairedAnimation, class UAnimMontage* AnimationStarter, class AAbstractCharacter_C* Attacker, bool ApplyFlyEffect);
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void CallBack_TakeDamage(class AActor* Attacker, const struct FSS_TakeDamage& NetworkDamageData);
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void CallClient_ApplyForceActingEffect(E_EffectType VectimEffectType, int32 UsePairedAnimation, class UAnimMontage* AnimationStarter, class AAbstractCharacter_C* Attacker, bool ApplyFlyEffect);
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void CallClient_ApplyForceActingEffectBack(bool Result, class AActor* HitTarget);
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void CallClient_BackDirectDamage(const struct FSS_TakeDamage& HitData, E_EffectType EffectType);
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void CallClient_GetMeDirectDamage(class AAbstractCharacter_C* HitTarget, const class FString& SkillID, E_EffectType EffectType);
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void CallClient_SponsorActingEffect(int32 SkillID, class AAbstractCharacter_C* HitTarget);
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void CallClient_TakeDamage(class AActor* Attacker, const struct FSS_TakeDamage& NetworkDamageData);
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void CallServer_ApplyForceActingEffect(class AAbstractCharacter_C* HitCharacter, E_EffectType VectimEffectType, int32 UsePairedAnimation, class UAnimMontage* AnimationStarter, bool ApplyFlyEffect);
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void CallServer_ApplyForceActingEffectBack(class AAbstractCharacter_C* Attacker, bool Result);
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void CallServer_BackDirectDamage(class AAbstractCharacter_C* HitTarget, const struct FSS_TakeDamage& HitData, E_EffectType EffectType);
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void CallServer_GetMeDirectDamage(class AAbstractCharacter_C* Attacker, const class FString& SkillID, E_EffectType EffectType);
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void CallServer_RecordHurtEnmey(class AAbstractCharacter_C* Attacker);
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void CallServer_SponsorActingEffectToApplier(int32 SkillID, class AActor* Applier);
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void CallServer_TakeDamage(class AActor* Attacker, const struct FSS_TakeDamage& NetworkDamageData);
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void CallSync_AttackResult(E_AttackResult Result);
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void CallSync_CharacterDeath(class UAnimMontage* MontageToPlay);
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void CallSync_DecayedImpactVelocity(const struct FVector_NetQuantize100& InMaxVelocity, class UCurveFloat* InAlphaCurve, const float InMaxDuration);
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void CallSync_ForceActingPlay(class AActor* TargetActor, class UAnimMontage* MainMontageToPlay, class UAnimSequenceBase* TargetMontageToPlay, E_PairedAnimMovingType PrepareMove, bool DelayedTargetExecuteMontage);
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void CallSync_JumpToSection(class FName SectionName);
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void CallSync_MontagePlay(class UAnimMontage* MontageToPlay, bool JumpSection, class FName SectionName, E_MontageAction Action);
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void CallSync_ResetBS(const class FString& BSKey, bool Immediately);
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void CalSync_SwitchBS(class UBlendSpace* NewBS, const class FString& BSKey, bool Immediately);
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void Can__be_Backstabbed(bool* Result);
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void Can_be_Attacked(bool* Result);
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void Can_be_Attacked_Even_Dying(bool* Result);
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void Can_be_Stunned(bool* Result);
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void Can_Flash_Attack(bool* Result);
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bool CanEffectBeApplied(E_EffectType Type, class AActor* Applier);
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bool CanImpactAttackerIfBlockSuccess(const struct FF_HitData& F_HitData);
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void ChangeHp(double Delta);
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void Check_Attacking_Toughness(bool isPlayer, bool* isAttacking);
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void CheckDeathDissolve(const float Value);
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void CheckPreRagdollOverlapingWhenTruthActive();
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void CheckRagdollBodyConfig();
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void ChooseHitShakePlaying(E_ImpactType ImpactType, E_EffectType EffectType, E_AttackResult HitResult, const struct FVector& ImpactDirection, class AActor* AttackerPlayer, bool PlayHitBreak_0, bool PlayShake);
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void ClearAllAction(bool* NewParam);
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void ClearAnimActor();
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void CloseCollisionWhenDeathLast();
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void CompositeHitData(const struct FST_HitDamageData& HitMetaData, class AActor* HitTargetActor, const struct FHitResult& HitResultData, struct FF_HitData* HitDataCompositedByAttacker);
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void CostStamina();
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void CreateRagdollCheckBody(const class FName BodyName);
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void death_1();
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void death_2();
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void DelayDestroyAnimActor(float Duration, const class UClass*& ItemClass);
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void DestroyAnimActor(const class UClass*& ItemClass);
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void DieEffect_Override(class UAnimMontage* DeathMontage);
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void EnableForceOnRagdoll(float Duration);
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void EndDeathDissolve();
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void EnterDeath(bool* enter_death);
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bool ExecuteFXIsActive_Overloaded_();
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void ExecuteUbergraph_AbstractCharacter(int32 EntryPoint);
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void FreeAnimActor(const class UClass*& ItemClass, class AActor** ReturnFreeActor);
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void Get_Stunned_Montage(E_Direction FromDirection, int32 stunLevel, class UAnimMontage** Montage, class UAnimSequence** Anim);
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void GetAllAnimActor(TArray<class AActor*>* Values);
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void GetAnimItem(class FName Name_0, struct FST_AnimationViewer* Item);
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void GetAnimProfile(bool ForceUpdate, class UDataTable** Profile);
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void GetAttackSpCost(E_MeleeAttackType MeleeAttackType, double* Value);
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void GetAttackSpeed(double* Value);
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double GetBackAttackFactor();
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|
void GetBindSocketNames(class FName* executeTargetSocket, class FName* executeCameraSocket);
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EDCSSlowTick GetCharacterLODLevel();
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void GetCollisionPart(E_CollisionPart L_CollisonPart1, TArray<struct FF_DamagePartParam>* collisionParts);
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void GetCombatType(E_CombatType* CombatType);
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void GetDeathEffectCurve(class UAnimMontage* DeathMontage, class UCurveFloat** Vanish);
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void GetDesiredFollowRotation(struct FRotator* Rotation);
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void GetDesiredRotation(bool Refresh, int32 rotateIntent, struct FRotator* Rotation);
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double GetEffectMontageBlendInTime();
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double GetEffectMontageStartTime();
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|
void GetHp(double* Value);
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void GetHp_Uniform(double* Value);
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bool GetIsFullyOpenSimulatePhysics();
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|
void getLadderPosition(double* Position);
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void GetMaxHp(double* Value);
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void GetMaxHp_Uniform(double* Value);
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void GetMeDirectDamage(class AAbstractCharacter_C* HitTarget, const class FString& SkillID, E_EffectType EffectType);
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void GetMontages(E_MontageAction Action, class UDataTable** Montages);
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class FName GetMontageSectionForAction(E_MontageAction LocalAction, class UAnimMontage* LocalMontage, int32 Index_0, double* OverrideBlendInTime);
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|
void GetMyCharacterShound(class UCharacterSoundComponent_C** CharacterSoundComponent);
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void GetMyDissolve(class UAC_DissolveComponent_C** DissolveComp);
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|
class UForceActingComponent_C* GetMyForceActing();
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|
class UWidgetComponent* GetMyStatBar();
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class USceneComponent* GetMyTargetBillboardRootComponent();
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|
class ADCS_SyncState_C* GetNetworkState();
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|
bool GetRealBlockingState();
|
|
double GetReduceDamage(class AActor* DamageCauser);
|
|
void GetSelectedWeaponDisplayItem(class ADisplayedItem_C** DisplayedItem);
|
|
void GetSelectedWeaponType(E_ItemType* Type);
|
|
void GetState(E_State* State);
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|
void GetStatsValue(const struct FGameplayTag& Type, double* Value);
|
|
bool ImplBreakPoint(const class FString& StateName, const class FString& EventName);
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|
void ImplBufferInput(const uint8 InAction);
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|
void ImplDeath1();
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|
void ImplFallendamageBufferInput(const uint8 InAction);
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|
void ImplHoldActioninput(const uint8 InAction);
|
|
void ImplInputInteract();
|
|
bool ImplPrintPoint(const class FString& StateName, const class FString& EventName);
|
|
bool ImplSetState(const class FString& InStateType);
|
|
void ImplTakeDamage(const struct FGenericStructPasser& InDamage, const struct FGenericStructPasser& InHitresult, bool* OutHandled, uint8* OutReturnresult);
|
|
void ImplTakeDirectDamage(const float InValue, class AActor* InCauser);
|
|
void ImplTickMove();
|
|
void ImplTryBreakInteract();
|
|
void ImplTryEndRebornfire();
|
|
void ImplUpdateForwardmove();
|
|
void ImplWeaponLoopBufferInput(const uint8 InAction);
|
|
void ImplWeaponLoopInputWithCheck(const uint8 InAction);
|
|
void Init_State_Machine(class UClass* StateMgrClass);
|
|
void InternalMontageAction(E_State NewState, E_MontageAction Action, class UAnimMontage* SelectedMontage, double PlayRate, class FName PresetSection, bool StopAllMontags, const struct FGameplayTag& PlayerAction, float BlendInTimeOverride, float InTimeToStartMontageAt, double* DurationToEnd, bool* Success);
|
|
void IsAlive(bool* Result);
|
|
void IsAttackableTarget(class AActor* Target, bool* Result);
|
|
void IsInCombatPose(bool* Result);
|
|
bool IsShieldEquipped();
|
|
void JumpToSection(class FName SectionName);
|
|
void MontageAction(E_State NewState, E_MontageAction Action, int32 Index_0, double PlayRate, bool StopAllMontages, const struct FGameplayTag& PlayerAction, double* Duration, bool* Succeed);
|
|
void OnActivityChanged_StateManagerComp(E_Activity Activity, bool Value);
|
|
void OnApplyNewEffectEvent(const struct FF_Effect& EffectType);
|
|
void OnBeginPlayDeathMontageEvent();
|
|
void OnRagdollBodyOverlappedEvent(class UPrimitiveComponent* OverlappedComponent, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const struct FHitResult& SweepResult);
|
|
void OnValueChanged_Health(const struct FGameplayTag& Type, double OldValue, double NewValue, double MaxValue);
|
|
void OnValueChanged_HealthA(const struct FGameplayTag& Type, double OldValue, double NewValue, double MaxValue);
|
|
void OverrideTraceDamage(const int32 TraceId, const TArray<class AActor*>& IgnoreActors, TArray<struct FHitResult>* OutHits);
|
|
void Play_Counter_Attack(bool* Succeed);
|
|
void Play_Flash(bool direct_flash, bool* Succeed);
|
|
void Play_FlashParry(int32 Index_0, bool* Succeed);
|
|
void PlayCameraShake(TSubclassOf<class UCameraShakeBase> camerashake, float Scale);
|
|
void PlayCharacterMontage(class UAnimMontage* MontageToPlay, double InPlayRate, bool bStopAllMontages, class FName LinkedTag, class FName Section, bool SyncMontage, double* Duration);
|
|
void PlayEffectMongtage(E_EffectType Effect_Type, E_MontageAction Montage_Action, int32 ExtendArg, const struct FVector& Impact_Direction);
|
|
void PlayFeedback(class UForceFeedbackEffect* Feedback, float Scale);
|
|
void PlayHitBreak(class AActor* AttackerPlayer, const struct FST_HitShakeData& Shake, const struct FVector& InMaxVelocity);
|
|
void PlayHitShake(const struct FST_HitShakeData& Shake, const struct FVector& HitForwardVector, const E_AttackResult HitResult, class AActor* AttackerPlayer, bool PlayHitBreak_0, bool PlayShake);
|
|
void PostHitTarget(const struct FHitResult& HitResult, E_AttackResult DamageResult, bool HasAppliedDamage, bool Undelayed);
|
|
void PreActiveRagdollEvent();
|
|
void PresetDeathAnim(class UAnimMontage* PresetDeathMontage_0, class UAnimSequence* PresetDeathAnimation_0);
|
|
void Private_TakeDamage(struct FF_HitData& EnemyHitData, const struct FHitResult& HitResult, E_AttackResult* ResultType);
|
|
void Private_TakeDirectDamage(double Value, class AActor* DecreaseCauser);
|
|
void Process_DamageResult(const struct FGameplayTag& DamageResultType, double Value, class AActor* Causer);
|
|
void ProductAction(int32 Value, E_AIQueryAction Action);
|
|
void QueryAction(E_AIQueryAction Action, int32* Result);
|
|
void QueryAndCosumeAction(class AActor* Requester, E_AIQueryAction Action, int32* Result);
|
|
void ReceiveBeginPlay();
|
|
void ReceiveDestroyed();
|
|
void recordAction(E_AIQueryAction Action);
|
|
void ReplaceBeginPlays();
|
|
void Request_GetMeDirectDamage(class AActor* Attacker, const class FString& SkillID, E_EffectType EffectType);
|
|
void RequestAllActions(TArray<E_AIQueryAction>* actions);
|
|
void ResetIdleState(double Delay);
|
|
void ResetMeleeAttackCounter();
|
|
void Select_Dead_Montage(bool Random, class UAnimMontage** Montage);
|
|
void SelectAttackMontage(E_MeleeAttackType MeleeAttackType, bool ForceRsetCombo, E_MontageAction* Action, int32* Index_0);
|
|
void SetAttackCounterAccelerate(double NewValue);
|
|
void SetCanExecuteFXEnable_Overloaded_(bool Enable);
|
|
void SetCollisionWhenFullyOpenSimulatePhysics();
|
|
void SetEnableRotateLookAt(bool Enable, bool RotateWaist, class AActor* Target, double Offset);
|
|
void SetEnableSlideRotate(bool Enable, bool* NewParam1);
|
|
void SetExecuteFXEnable_Overloaded_(bool Enable);
|
|
void SetExecuteFXVariableLinkage_Overloaded_(class FName InVariableName, float InValue);
|
|
void SetForceIdleAnim(class UAnimSequenceBase* Animation, EMovementMode ForceMovementMode);
|
|
void SetHp(double NewValue);
|
|
void SetMontageDurationFunction(class UObject* Object, const class FString& FunctionName, const float InDelayedToStart, const float InDelayedToEnd, TSubclassOf<class UAnimNotify_PlayMontageNotify> NotifyEnd, struct FMontageDurationHandle* Handler);
|
|
void SetPerfectTimeEffectFX(bool Active);
|
|
void SetRotateMode(E_RotationMode Mode);
|
|
void SetSelectedByTarget(bool Selected);
|
|
void SlowDownRagdollSpeedWhenFullOpen();
|
|
void SpawnAnimActor(class UClass* ItemClass, class FName AttachToSocket);
|
|
void StartArcaneshiftEffect();
|
|
void Sync_AttackResult(E_AttackResult Result);
|
|
void Sync_CharacterDeath(class UAnimMontage* MontageToPlay);
|
|
void Sync_DecayedImpactVelocity(const struct FVector_NetQuantize100& InMaxVelocity, class UCurveFloat* InAlphaCurve, const float InMaxDuration);
|
|
void Sync_ForceActingPlay(class AActor* TargetActor, class UAnimMontage* MainMontageToPlay, class UAnimSequenceBase* TargetMontageToPlay, E_PairedAnimMovingType PrepareMove, bool DelayedTargetExecuteMontage);
|
|
void Sync_JumpToSection(class FName SectionName);
|
|
void Sync_MontagePlay(class UAnimMontage* MontageToPlay, bool JumpSection, class FName SectionName, E_MontageAction Action);
|
|
void Sync_ResetBS(const class FString& BSKey, bool Immediately);
|
|
void Sync_SwitchBS(class UBlendSpace* NewBS, const class FString& BSKey, bool Immediately);
|
|
void TakeDamage(struct FF_HitData& Emery_HitData_Processed, const struct FHitResult& HitResult, E_AttackResult* ResultType);
|
|
void TakeDamageTypeStateCheck(const struct FF_HitData& F_HitData, E_AttackResult* ResultType);
|
|
void TakeDirectDamage(const float InValue, const class AActor* InCauser);
|
|
bool ThisFeedbackIsPlaying(class UForceFeedbackEffect* Effect);
|
|
void Transmit_SponsorActingEffectToApplier(int32 SkillID, class AActor* Applier);
|
|
void Transmit_TakeDamage(class AActor* Attacker, const struct FSS_TakeDamage& NetworkDamageData);
|
|
void TryEffectAfterDamage(class AActor* Applier, E_StunType ReflectType, int32 hit_data_id, const struct FVector& Impact_Direction, bool* Applied);
|
|
void TryPerfectTimeAnimSection(class UAnimMontage* Montage, class FName* SectionName);
|
|
void Undelayed_TakeDamage(struct FF_HitData& Emery_HitData_Processed, const struct FHitResult& HitResult, E_AttackResult* ResultType);
|
|
void UpdateCapsuleCollisionWhenDeath();
|
|
void UpdateCharacterDynamicMark(const struct FGameplayTag& MarkTag, bool Add, class AActor* HitTarget);
|
|
void UpdateCollisionDeathType(const class UAnimMontage* Montage);
|
|
void UpdateRagdollDamping(int32 Level);
|
|
bool UsePhysyicEffectWhenAppliedDamage();
|
|
void ValidCharacterDynamicMark(const struct FGameplayTag& MarkTag, bool* Valid);
|
|
void WhenFullyOpenSimulatePhysicsEvent();
|
|
|
|
public:
|
|
static class UClass* StaticClass()
|
|
{
|
|
BP_STATIC_CLASS_IMPL("AbstractCharacter_C")
|
|
}
|
|
static const class FName& StaticName()
|
|
{
|
|
STATIC_NAME_IMPL(L"AbstractCharacter_C")
|
|
}
|
|
static class AAbstractCharacter_C* GetDefaultObj()
|
|
{
|
|
return GetDefaultObjImpl<AAbstractCharacter_C>();
|
|
}
|
|
};
|
|
#pragma pack(pop)
|
|
DUMPER7_ASSERTS_AAbstractCharacter_C;
|
|
|
|
}
|
|
|