308 lines
9.0 KiB
C++
Executable File
308 lines
9.0 KiB
C++
Executable File
//PUBGM(0.13.5)32位SDK
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//作者:清华
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//Telegram:@qinghuanb666
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//生成时间:Fri Apr 18 20:44:40 2025
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#include "../SDK.hpp"
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namespace SDK
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{
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//---------------------------------------------------------------------------
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//Functions
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//---------------------------------------------------------------------------
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// Function UAEStateMachine.UAEStateMachineComponent.Start
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// (Final, Native, Public, BlueprintCallable)
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void UUAEStateMachineComponent::Start()
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function UAEStateMachine.UAEStateMachineComponent.Start");
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UUAEStateMachineComponent_Start_Params params;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function UAEStateMachine.UAEStateMachineComponent.SetTag
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// struct FString InTag (Parm, ZeroConstructor)
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void UUAEStateMachineComponent::SetTag(const struct FString& InTag)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function UAEStateMachine.UAEStateMachineComponent.SetTag");
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UUAEStateMachineComponent_SetTag_Params params;
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params.InTag = InTag;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// DelegateFunction UAEStateMachine.UAEStateMachineComponent.OnTransientEvent__DelegateSignature
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// (MulticastDelegate, Public, Delegate)
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// Parameters:
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// struct FString TransientEvent (Parm, ZeroConstructor)
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// struct FString CurrentState (Parm, ZeroConstructor)
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// struct FString TransientToState (Parm, ZeroConstructor)
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void UUAEStateMachineComponent::OnTransientEvent__DelegateSignature(const struct FString& TransientEvent, const struct FString& CurrentState, const struct FString& TransientToState)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("DelegateFunction UAEStateMachine.UAEStateMachineComponent.OnTransientEvent__DelegateSignature");
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UUAEStateMachineComponent_OnTransientEvent__DelegateSignature_Params params;
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params.TransientEvent = TransientEvent;
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params.CurrentState = CurrentState;
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params.TransientToState = TransientToState;
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auto flags = pFunc->FunctionFlags;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function UAEStateMachine.UAEStateMachineComponent.IsInState
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// struct FString StateName (Parm, ZeroConstructor)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
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bool UUAEStateMachineComponent::IsInState(const struct FString& StateName)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function UAEStateMachine.UAEStateMachineComponent.IsInState");
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UUAEStateMachineComponent_IsInState_Params params;
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params.StateName = StateName;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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return params.ReturnValue;
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}
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// Function UAEStateMachine.UAEStateMachineComponent.GetCurrentState
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// class UUAEState* ReturnValue (ExportObject, Parm, OutParm, ZeroConstructor, ReturnParm, InstancedReference, IsPlainOldData)
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class UUAEState* UUAEStateMachineComponent::GetCurrentState()
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function UAEStateMachine.UAEStateMachineComponent.GetCurrentState");
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UUAEStateMachineComponent_GetCurrentState_Params params;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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return params.ReturnValue;
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}
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// Function UAEStateMachine.UAEStateMachineComponent.ForceDoEvent
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// struct FString EventName (Parm, ZeroConstructor)
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void UUAEStateMachineComponent::ForceDoEvent(const struct FString& EventName)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function UAEStateMachine.UAEStateMachineComponent.ForceDoEvent");
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UUAEStateMachineComponent_ForceDoEvent_Params params;
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params.EventName = EventName;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function UAEStateMachine.UAEStateMachineComponent.Finish
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// (Final, Native, Public, BlueprintCallable)
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void UUAEStateMachineComponent::Finish()
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function UAEStateMachine.UAEStateMachineComponent.Finish");
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UUAEStateMachineComponent_Finish_Params params;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function UAEStateMachine.UAEStateMachineComponent.DoEvent
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// struct FString EventName (Parm, ZeroConstructor)
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void UUAEStateMachineComponent::DoEvent(const struct FString& EventName)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function UAEStateMachine.UAEStateMachineComponent.DoEvent");
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UUAEStateMachineComponent_DoEvent_Params params;
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params.EventName = EventName;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function UAEStateMachine.UAEStateMachineComponent.CanDoEvent
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// (Final, Native, Public, BlueprintCallable)
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// Parameters:
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// struct FString EventName (Parm, ZeroConstructor)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
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bool UUAEStateMachineComponent::CanDoEvent(const struct FString& EventName)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function UAEStateMachine.UAEStateMachineComponent.CanDoEvent");
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UUAEStateMachineComponent_CanDoEvent_Params params;
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params.EventName = EventName;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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return params.ReturnValue;
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}
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// Function UAEStateMachine.UAEState.Update
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// (Native, Event, Public, BlueprintEvent)
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// Parameters:
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// float DeltaTime (Parm, ZeroConstructor, IsPlainOldData)
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void UUAEState::Update(float DeltaTime)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function UAEStateMachine.UAEState.Update");
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UUAEState_Update_Params params;
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params.DeltaTime = DeltaTime;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function UAEStateMachine.UAEState.OnLeave
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// (Native, Event, Public, BlueprintEvent)
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// Parameters:
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// class UUAEState* TranitToState (ConstParm, Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
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void UUAEState::OnLeave(class UUAEState* TranitToState)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function UAEStateMachine.UAEState.OnLeave");
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UUAEState_OnLeave_Params params;
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params.TranitToState = TranitToState;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function UAEStateMachine.UAEState.OnEnter
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// (Native, Event, Public, BlueprintEvent)
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// Parameters:
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// class UUAEState* PrevState (ConstParm, Parm, ZeroConstructor, InstancedReference, IsPlainOldData)
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void UUAEState::OnEnter(class UUAEState* PrevState)
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function UAEStateMachine.UAEState.OnEnter");
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UUAEState_OnEnter_Params params;
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params.PrevState = PrevState;
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auto flags = pFunc->FunctionFlags;
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pFunc->FunctionFlags |= 0x400;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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}
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