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

343 lines
13 KiB
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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 GameplayTasks.GameplayTask.ReadyForActivation
// (Final, Native, Public, BlueprintCallable)
void UGameplayTask::ReadyForActivation()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function GameplayTasks.GameplayTask.ReadyForActivation");
UGameplayTask_ReadyForActivation_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// DelegateFunction GameplayTasks.GameplayTask.GenericGameplayTaskDelegate__DelegateSignature
// (MulticastDelegate, Public, Delegate)
void UGameplayTask::GenericGameplayTaskDelegate__DelegateSignature()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("DelegateFunction GameplayTasks.GameplayTask.GenericGameplayTaskDelegate__DelegateSignature");
UGameplayTask_GenericGameplayTaskDelegate__DelegateSignature_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function GameplayTasks.GameplayTask.EndTask
// (Final, Native, Public, BlueprintCallable)
void UGameplayTask::EndTask()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function GameplayTasks.GameplayTask.EndTask");
UGameplayTask_EndTask_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function GameplayTasks.GameplayTask_ClaimResource.ClaimResources
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TScriptInterface<class UGameplayTaskOwnerInterface> InTaskOwner (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class UClass*> ResourceClasses (Parm, ZeroConstructor)
// unsigned char Priority (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FName TaskInstanceName (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class UGameplayTask_ClaimResource* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class UGameplayTask_ClaimResource* UGameplayTask_ClaimResource::ClaimResources(const TScriptInterface<class UGameplayTaskOwnerInterface>& InTaskOwner, TArray<class UClass*> ResourceClasses, unsigned char Priority, const struct FName& TaskInstanceName)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function GameplayTasks.GameplayTask_ClaimResource.ClaimResources");
UGameplayTask_ClaimResource_ClaimResources_Params params;
params.InTaskOwner = InTaskOwner;
params.ResourceClasses = ResourceClasses;
params.Priority = Priority;
params.TaskInstanceName = TaskInstanceName;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function GameplayTasks.GameplayTask_ClaimResource.ClaimResource
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TScriptInterface<class UGameplayTaskOwnerInterface> InTaskOwner (Parm, ZeroConstructor, IsPlainOldData)
// class UClass* ResourceClass (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char Priority (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// struct FName TaskInstanceName (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class UGameplayTask_ClaimResource* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class UGameplayTask_ClaimResource* UGameplayTask_ClaimResource::ClaimResource(const TScriptInterface<class UGameplayTaskOwnerInterface>& InTaskOwner, class UClass* ResourceClass, unsigned char Priority, const struct FName& TaskInstanceName)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function GameplayTasks.GameplayTask_ClaimResource.ClaimResource");
UGameplayTask_ClaimResource_ClaimResource_Params params;
params.InTaskOwner = InTaskOwner;
params.ResourceClass = ResourceClass;
params.Priority = Priority;
params.TaskInstanceName = TaskInstanceName;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function GameplayTasks.GameplayTask_SpawnActor.SpawnActor
// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
// Parameters:
// TScriptInterface<class UGameplayTaskOwnerInterface> TaskOwner (Parm, ZeroConstructor, IsPlainOldData)
// struct FVector SpawnLocation (Parm, IsPlainOldData)
// struct FRotator SpawnRotation (Parm, IsPlainOldData)
// class UClass* Class (Parm, ZeroConstructor, IsPlainOldData)
// bool bSpawnOnlyOnAuthority (Parm, ZeroConstructor, IsPlainOldData)
// class UGameplayTask_SpawnActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class UGameplayTask_SpawnActor* UGameplayTask_SpawnActor::SpawnActor(const TScriptInterface<class UGameplayTaskOwnerInterface>& TaskOwner, const struct FVector& SpawnLocation, const struct FRotator& SpawnRotation, class UClass* Class, bool bSpawnOnlyOnAuthority)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function GameplayTasks.GameplayTask_SpawnActor.SpawnActor");
UGameplayTask_SpawnActor_SpawnActor_Params params;
params.TaskOwner = TaskOwner;
params.SpawnLocation = SpawnLocation;
params.SpawnRotation = SpawnRotation;
params.Class = Class;
params.bSpawnOnlyOnAuthority = bSpawnOnlyOnAuthority;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function GameplayTasks.GameplayTask_SpawnActor.FinishSpawningActor
// (Native, Public, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData)
// class AActor* SpawnedActor (Parm, ZeroConstructor, IsPlainOldData)
void UGameplayTask_SpawnActor::FinishSpawningActor(class UObject* WorldContextObject, class AActor* SpawnedActor)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function GameplayTasks.GameplayTask_SpawnActor.FinishSpawningActor");
UGameplayTask_SpawnActor_FinishSpawningActor_Params params;
params.WorldContextObject = WorldContextObject;
params.SpawnedActor = SpawnedActor;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function GameplayTasks.GameplayTask_SpawnActor.BeginSpawningActor
// (Native, Public, HasOutParms, BlueprintCallable)
// Parameters:
// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData)
// class AActor* SpawnedActor (Parm, OutParm, ZeroConstructor, IsPlainOldData)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UGameplayTask_SpawnActor::BeginSpawningActor(class UObject* WorldContextObject, class AActor** SpawnedActor)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function GameplayTasks.GameplayTask_SpawnActor.BeginSpawningActor");
UGameplayTask_SpawnActor_BeginSpawningActor_Params params;
params.WorldContextObject = WorldContextObject;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (SpawnedActor != nullptr)
*SpawnedActor = params.SpawnedActor;
return params.ReturnValue;
}
// Function GameplayTasks.GameplayTask_WaitDelay.TaskWaitDelay
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TScriptInterface<class UGameplayTaskOwnerInterface> TaskOwner (Parm, ZeroConstructor, IsPlainOldData)
// float Time (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char Priority (ConstParm, Parm, ZeroConstructor, IsPlainOldData)
// class UGameplayTask_WaitDelay* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
class UGameplayTask_WaitDelay* UGameplayTask_WaitDelay::TaskWaitDelay(const TScriptInterface<class UGameplayTaskOwnerInterface>& TaskOwner, float Time, unsigned char Priority)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function GameplayTasks.GameplayTask_WaitDelay.TaskWaitDelay");
UGameplayTask_WaitDelay_TaskWaitDelay_Params params;
params.TaskOwner = TaskOwner;
params.Time = Time;
params.Priority = Priority;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// DelegateFunction GameplayTasks.GameplayTask_WaitDelay.TaskDelayDelegate__DelegateSignature
// (MulticastDelegate, Public, Delegate)
void UGameplayTask_WaitDelay::TaskDelayDelegate__DelegateSignature()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("DelegateFunction GameplayTasks.GameplayTask_WaitDelay.TaskDelayDelegate__DelegateSignature");
UGameplayTask_WaitDelay_TaskDelayDelegate__DelegateSignature_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function GameplayTasks.GameplayTasksComponent.OnRep_SimulatedTasks
// (Final, Native, Public)
void UGameplayTasksComponent::OnRep_SimulatedTasks()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function GameplayTasks.GameplayTasksComponent.OnRep_SimulatedTasks");
UGameplayTasksComponent_OnRep_SimulatedTasks_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function GameplayTasks.GameplayTasksComponent.K2_RunGameplayTask
// (Final, Native, Static, Public, BlueprintCallable)
// Parameters:
// TScriptInterface<class UGameplayTaskOwnerInterface> TaskOwner (Parm, ZeroConstructor, IsPlainOldData)
// class UGameplayTask* Task (Parm, ZeroConstructor, IsPlainOldData)
// unsigned char Priority (Parm, ZeroConstructor, IsPlainOldData)
// TArray<class UClass*> AdditionalRequiredResources (Parm, ZeroConstructor)
// TArray<class UClass*> AdditionalClaimedResources (Parm, ZeroConstructor)
// EGameplayTaskRunResult ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
EGameplayTaskRunResult UGameplayTasksComponent::K2_RunGameplayTask(const TScriptInterface<class UGameplayTaskOwnerInterface>& TaskOwner, class UGameplayTask* Task, unsigned char Priority, TArray<class UClass*> AdditionalRequiredResources, TArray<class UClass*> AdditionalClaimedResources)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function GameplayTasks.GameplayTasksComponent.K2_RunGameplayTask");
UGameplayTasksComponent_K2_RunGameplayTask_Params params;
params.TaskOwner = TaskOwner;
params.Task = Task;
params.Priority = Priority;
params.AdditionalRequiredResources = AdditionalRequiredResources;
params.AdditionalClaimedResources = AdditionalClaimedResources;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
static auto defaultObj = StaticClass()->GetDefaultObject();
defaultObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
}