Files
pubg/SDK/PUBGM_CableComponent_functions.cpp
2026-05-02 14:30:03 +08:00

120 lines
3.6 KiB
C++
Executable File

//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 CableComponent.CableComponent.SetAttachEndTo
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class AActor* Actor (Parm, ZeroConstructor, IsPlainOldData)
// struct FName ComponentProperty (Parm, ZeroConstructor, IsPlainOldData)
// struct FName SocketName (Parm, ZeroConstructor, IsPlainOldData)
void UCableComponent::SetAttachEndTo(class AActor* Actor, const struct FName& ComponentProperty, const struct FName& SocketName)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function CableComponent.CableComponent.SetAttachEndTo");
UCableComponent_SetAttachEndTo_Params params;
params.Actor = Actor;
params.ComponentProperty = ComponentProperty;
params.SocketName = SocketName;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function CableComponent.CableComponent.GetCableParticleLocations
// (Final, Native, Public, HasOutParms, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// TArray<struct FVector> Locations (Parm, OutParm, ZeroConstructor)
void UCableComponent::GetCableParticleLocations(TArray<struct FVector>* Locations)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function CableComponent.CableComponent.GetCableParticleLocations");
UCableComponent_GetCableParticleLocations_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (Locations != nullptr)
*Locations = params.Locations;
}
// Function CableComponent.CableComponent.GetAttachedComponent
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class USceneComponent* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)
class USceneComponent* UCableComponent::GetAttachedComponent()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function CableComponent.CableComponent.GetAttachedComponent");
UCableComponent_GetAttachedComponent_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function CableComponent.CableComponent.GetAttachedActor
// (Final, Native, Public, BlueprintCallable, BlueprintPure, Const)
// Parameters:
// class AActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class AActor* UCableComponent::GetAttachedActor()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function CableComponent.CableComponent.GetAttachedActor");
UCableComponent_GetAttachedActor_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
}