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

308 lines
9.0 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 UAEStateMachine.UAEStateMachineComponent.Start
// (Final, Native, Public, BlueprintCallable)
void UUAEStateMachineComponent::Start()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function UAEStateMachine.UAEStateMachineComponent.Start");
UUAEStateMachineComponent_Start_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function UAEStateMachine.UAEStateMachineComponent.SetTag
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FString InTag (Parm, ZeroConstructor)
void UUAEStateMachineComponent::SetTag(const struct FString& InTag)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function UAEStateMachine.UAEStateMachineComponent.SetTag");
UUAEStateMachineComponent_SetTag_Params params;
params.InTag = InTag;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// DelegateFunction UAEStateMachine.UAEStateMachineComponent.OnTransientEvent__DelegateSignature
// (MulticastDelegate, Public, Delegate)
// Parameters:
// struct FString TransientEvent (Parm, ZeroConstructor)
// struct FString CurrentState (Parm, ZeroConstructor)
// struct FString TransientToState (Parm, ZeroConstructor)
void UUAEStateMachineComponent::OnTransientEvent__DelegateSignature(const struct FString& TransientEvent, const struct FString& CurrentState, const struct FString& TransientToState)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("DelegateFunction UAEStateMachine.UAEStateMachineComponent.OnTransientEvent__DelegateSignature");
UUAEStateMachineComponent_OnTransientEvent__DelegateSignature_Params params;
params.TransientEvent = TransientEvent;
params.CurrentState = CurrentState;
params.TransientToState = TransientToState;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function UAEStateMachine.UAEStateMachineComponent.IsInState
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FString StateName (Parm, ZeroConstructor)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UUAEStateMachineComponent::IsInState(const struct FString& StateName)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function UAEStateMachine.UAEStateMachineComponent.IsInState");
UUAEStateMachineComponent_IsInState_Params params;
params.StateName = StateName;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function UAEStateMachine.UAEStateMachineComponent.GetCurrentState
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// class UUAEState* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)
class UUAEState* UUAEStateMachineComponent::GetCurrentState()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function UAEStateMachine.UAEStateMachineComponent.GetCurrentState");
UUAEStateMachineComponent_GetCurrentState_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function UAEStateMachine.UAEStateMachineComponent.ForceDoEvent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FString EventName (Parm, ZeroConstructor)
void UUAEStateMachineComponent::ForceDoEvent(const struct FString& EventName)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function UAEStateMachine.UAEStateMachineComponent.ForceDoEvent");
UUAEStateMachineComponent_ForceDoEvent_Params params;
params.EventName = EventName;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function UAEStateMachine.UAEStateMachineComponent.Finish
// (Final, Native, Public, BlueprintCallable)
void UUAEStateMachineComponent::Finish()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function UAEStateMachine.UAEStateMachineComponent.Finish");
UUAEStateMachineComponent_Finish_Params params;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function UAEStateMachine.UAEStateMachineComponent.DoEvent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FString EventName (Parm, ZeroConstructor)
void UUAEStateMachineComponent::DoEvent(const struct FString& EventName)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function UAEStateMachine.UAEStateMachineComponent.DoEvent");
UUAEStateMachineComponent_DoEvent_Params params;
params.EventName = EventName;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function UAEStateMachine.UAEStateMachineComponent.CanDoEvent
// (Final, Native, Public, BlueprintCallable)
// Parameters:
// struct FString EventName (Parm, ZeroConstructor)
// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
bool UUAEStateMachineComponent::CanDoEvent(const struct FString& EventName)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function UAEStateMachine.UAEStateMachineComponent.CanDoEvent");
UUAEStateMachineComponent_CanDoEvent_Params params;
params.EventName = EventName;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
return params.ReturnValue;
}
// Function UAEStateMachine.UAEState.Update
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// float DeltaTime (Parm, ZeroConstructor, IsPlainOldData)
void UUAEState::Update(float DeltaTime)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function UAEStateMachine.UAEState.Update");
UUAEState_Update_Params params;
params.DeltaTime = DeltaTime;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function UAEStateMachine.UAEState.OnLeave
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class UUAEState* TranitToState (ConstParm, Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
void UUAEState::OnLeave(class UUAEState* TranitToState)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function UAEStateMachine.UAEState.OnLeave");
UUAEState_OnLeave_Params params;
params.TranitToState = TranitToState;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function UAEStateMachine.UAEState.OnEnter
// (Native, Event, Public, BlueprintEvent)
// Parameters:
// class UUAEState* PrevState (ConstParm, Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
void UUAEState::OnEnter(class UUAEState* PrevState)
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function UAEStateMachine.UAEState.OnEnter");
UUAEState_OnEnter_Params params;
params.PrevState = PrevState;
auto flags = pFunc->FunctionFlags;
pFunc->FunctionFlags |= 0x400;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
}