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https://github.com/expvintl/cheat_escape_the_backrooms.git
synced 2026-10-10 14:43:09 +08:00
105 lines
3.6 KiB
C++
105 lines
3.6 KiB
C++
#pragma once
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/*
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* SDK generated by Dumper-7
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*
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* https://github.com/Encryqed/Dumper-7
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*/
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// Package: ActorLayerUtilities
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#include "Basic.hpp"
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#include "ActorLayerUtilities_classes.hpp"
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#include "ActorLayerUtilities_parameters.hpp"
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namespace SDK
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{
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// Function ActorLayerUtilities.LayersBlueprintLibrary.AddActorToLayer
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// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
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// Parameters:
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// class AActor* InActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// const struct FActorLayer& Layer (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
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void ULayersBlueprintLibrary::AddActorToLayer(class AActor* InActor, const struct FActorLayer& Layer)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = StaticClass()->GetFunction("LayersBlueprintLibrary", "AddActorToLayer");
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Params::LayersBlueprintLibrary_AddActorToLayer Parms{};
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Parms.InActor = InActor;
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Parms.Layer = std::move(Layer);
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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// Function ActorLayerUtilities.LayersBlueprintLibrary.GetActors
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// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
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// Parameters:
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// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// const struct FActorLayer& ActorLayer (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
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// TArray<class AActor*> ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, NativeAccessSpecifierPublic)
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TArray<class AActor*> ULayersBlueprintLibrary::GetActors(class UObject* WorldContextObject, const struct FActorLayer& ActorLayer)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = StaticClass()->GetFunction("LayersBlueprintLibrary", "GetActors");
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Params::LayersBlueprintLibrary_GetActors Parms{};
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Parms.WorldContextObject = WorldContextObject;
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Parms.ActorLayer = std::move(ActorLayer);
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function ActorLayerUtilities.LayersBlueprintLibrary.RemoveActorFromLayer
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// (Final, Native, Static, Public, HasOutParams, BlueprintCallable)
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// Parameters:
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// class AActor* InActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// const struct FActorLayer& Layer (ConstParm, Parm, OutParm, ReferenceParm, NoDestructor, NativeAccessSpecifierPublic)
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void ULayersBlueprintLibrary::RemoveActorFromLayer(class AActor* InActor, const struct FActorLayer& Layer)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = StaticClass()->GetFunction("LayersBlueprintLibrary", "RemoveActorFromLayer");
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Params::LayersBlueprintLibrary_RemoveActorFromLayer Parms{};
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Parms.InActor = InActor;
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Parms.Layer = std::move(Layer);
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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}
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