//PUBGM(0.13.5)32位SDK //作者:清华 //Telegram:@qinghuanb666 //生成时间:Fri Apr 18 20:44:40 2025 #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------- //Functions //--------------------------------------------------------------------------- // Function ApexDestruction.DestructibleComponent.SetDestructibleMesh // (Final, Native, Public, BlueprintCallable) // Parameters: // class UDestructibleMesh* NewMesh (Parm, ZeroConstructor, IsPlainOldData) void UDestructibleComponent::SetDestructibleMesh(class UDestructibleMesh* NewMesh) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function ApexDestruction.DestructibleComponent.SetDestructibleMesh"); UDestructibleComponent_SetDestructibleMesh_Params params; params.NewMesh = NewMesh; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function ApexDestruction.DestructibleComponent.GetDestructibleMesh // (Final, Native, Public, BlueprintCallable) // Parameters: // class UDestructibleMesh* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) class UDestructibleMesh* UDestructibleComponent::GetDestructibleMesh() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function ApexDestruction.DestructibleComponent.GetDestructibleMesh"); UDestructibleComponent_GetDestructibleMesh_Params params; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function ApexDestruction.DestructibleComponent.ApplyRadiusDamage // (Native, Public, HasOutParms, HasDefaults, BlueprintCallable) // Parameters: // float BaseDamage (Parm, ZeroConstructor, IsPlainOldData) // struct FVector HurtOrigin (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData) // float DamageRadius (Parm, ZeroConstructor, IsPlainOldData) // float ImpulseStrength (Parm, ZeroConstructor, IsPlainOldData) // bool bFullDamage (Parm, ZeroConstructor, IsPlainOldData) void UDestructibleComponent::ApplyRadiusDamage(float BaseDamage, const struct FVector& HurtOrigin, float DamageRadius, float ImpulseStrength, bool bFullDamage) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function ApexDestruction.DestructibleComponent.ApplyRadiusDamage"); UDestructibleComponent_ApplyRadiusDamage_Params params; params.BaseDamage = BaseDamage; params.HurtOrigin = HurtOrigin; params.DamageRadius = DamageRadius; params.ImpulseStrength = ImpulseStrength; params.bFullDamage = bFullDamage; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function ApexDestruction.DestructibleComponent.ApplyDamage // (Native, Public, HasOutParms, HasDefaults, BlueprintCallable) // Parameters: // float DamageAmount (Parm, ZeroConstructor, IsPlainOldData) // struct FVector HitLocation (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData) // struct FVector ImpulseDir (ConstParm, Parm, OutParm, ReferenceParm, IsPlainOldData) // float ImpulseStrength (Parm, ZeroConstructor, IsPlainOldData) void UDestructibleComponent::ApplyDamage(float DamageAmount, const struct FVector& HitLocation, const struct FVector& ImpulseDir, float ImpulseStrength) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function ApexDestruction.DestructibleComponent.ApplyDamage"); UDestructibleComponent_ApplyDamage_Params params; params.DamageAmount = DamageAmount; params.HitLocation = HitLocation; params.ImpulseDir = ImpulseDir; params.ImpulseStrength = ImpulseStrength; auto flags = pFunc->FunctionFlags; pFunc->FunctionFlags |= 0x400; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } }