Files
EscapeTheBackrooms_Internal/EscapeTheBackroomsGUiTest/SDK/SDK/BP_FL_GameSettings_functions.cpp
2024-04-20 14:19:09 +02:00

203 lines
10 KiB
C++

#pragma once
// Dumped with Dumper-7!
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// FUNCTIONS
//---------------------------------------------------------------------------------------------------------------------
// BlueprintGeneratedClass BP_FL_GameSettings.BP_FL_GameSettings_C
// (None)
class UClass* UBP_FL_GameSettings_C::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("BP_FL_GameSettings_C");
return Clss;
}
// BP_FL_GameSettings_C BP_FL_GameSettings.Default__BP_FL_GameSettings_C
// (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted)
class UBP_FL_GameSettings_C* UBP_FL_GameSettings_C::GetDefaultObj()
{
static class UBP_FL_GameSettings_C* Default = nullptr;
if (!Default)
Default = static_cast<UBP_FL_GameSettings_C*>(UBP_FL_GameSettings_C::StaticClass()->DefaultObject);
return Default;
}
// Function BP_FL_GameSettings.BP_FL_GameSettings_C.LoadSettings
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_SG_GameSettings_C* SaveGame (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FString GameSettings_SlotName (Edit, BlueprintVisible, ZeroConstructor, HasGetValueTypeHash)
// class UBP_SG_GameSettings_C* CallFunc_CreateSaveGameObject_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class USaveGame* CallFunc_LoadGameFromSlot_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_SaveGameToSlot_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
// class UBP_SG_GameSettings_C* K2Node_DynamicCast_AsBP_SG_Game_Settings (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor)
// bool CallFunc_DoesSaveGameExist_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
void UBP_FL_GameSettings_C::LoadSettings(class UObject* __WorldContext, class UBP_SG_GameSettings_C** SaveGame, const class FString& GameSettings_SlotName, class UBP_SG_GameSettings_C* CallFunc_CreateSaveGameObject_ReturnValue, class USaveGame* CallFunc_LoadGameFromSlot_ReturnValue, bool CallFunc_SaveGameToSlot_ReturnValue, class UBP_SG_GameSettings_C* K2Node_DynamicCast_AsBP_SG_Game_Settings, bool K2Node_DynamicCast_bSuccess, bool CallFunc_DoesSaveGameExist_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_FL_GameSettings_C", "LoadSettings");
Params::UBP_FL_GameSettings_C_LoadSettings_Params Parms{};
Parms.__WorldContext = __WorldContext;
Parms.GameSettings_SlotName = GameSettings_SlotName;
Parms.CallFunc_CreateSaveGameObject_ReturnValue = CallFunc_CreateSaveGameObject_ReturnValue;
Parms.CallFunc_LoadGameFromSlot_ReturnValue = CallFunc_LoadGameFromSlot_ReturnValue;
Parms.CallFunc_SaveGameToSlot_ReturnValue = CallFunc_SaveGameToSlot_ReturnValue;
Parms.K2Node_DynamicCast_AsBP_SG_Game_Settings = K2Node_DynamicCast_AsBP_SG_Game_Settings;
Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess;
Parms.CallFunc_DoesSaveGameExist_ReturnValue = CallFunc_DoesSaveGameExist_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
if (SaveGame != nullptr)
*SaveGame = Parms.SaveGame;
}
// Function BP_FL_GameSettings.BP_FL_GameSettings_C.SetHasSeenVHS
// (Static, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UBP_SG_GameSettings_C* CallFunc_LoadSettings_SaveGame (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_SaveGameToSlot_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
void UBP_FL_GameSettings_C::SetHasSeenVHS(class UObject* __WorldContext, class UBP_SG_GameSettings_C* CallFunc_LoadSettings_SaveGame, bool CallFunc_SaveGameToSlot_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_FL_GameSettings_C", "SetHasSeenVHS");
Params::UBP_FL_GameSettings_C_SetHasSeenVHS_Params Parms{};
Parms.__WorldContext = __WorldContext;
Parms.CallFunc_LoadSettings_SaveGame = CallFunc_LoadSettings_SaveGame;
Parms.CallFunc_SaveGameToSlot_ReturnValue = CallFunc_SaveGameToSlot_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_FL_GameSettings.BP_FL_GameSettings_C.Load_ControlSettings
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float Sensitivity (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool InvertMouse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
// enum class E_CameraSetting CameraSetting (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool ShowBody (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
// bool UsingPushToTalk (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
// int32 FOV (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool SmoothRotation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
// bool HideGore (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
// float Gamma (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CameraShake (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
// bool ShowEventContent (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
// class UBP_SG_GameSettings_C* CallFunc_LoadSettings_SaveGame (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// float CallFunc_FClamp_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_FL_GameSettings_C::Load_ControlSettings(class UObject* __WorldContext, float* Sensitivity, bool* InvertMouse, enum class E_CameraSetting* CameraSetting, bool* ShowBody, bool* UsingPushToTalk, int32* FOV, bool* SmoothRotation, bool* HideGore, float* Gamma, bool* CameraShake, bool* ShowEventContent, class UBP_SG_GameSettings_C* CallFunc_LoadSettings_SaveGame, float CallFunc_FClamp_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_FL_GameSettings_C", "Load_ControlSettings");
Params::UBP_FL_GameSettings_C_Load_ControlSettings_Params Parms{};
Parms.__WorldContext = __WorldContext;
Parms.CallFunc_LoadSettings_SaveGame = CallFunc_LoadSettings_SaveGame;
Parms.CallFunc_FClamp_ReturnValue = CallFunc_FClamp_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
if (Sensitivity != nullptr)
*Sensitivity = Parms.Sensitivity;
if (InvertMouse != nullptr)
*InvertMouse = Parms.InvertMouse;
if (CameraSetting != nullptr)
*CameraSetting = Parms.CameraSetting;
if (ShowBody != nullptr)
*ShowBody = Parms.ShowBody;
if (UsingPushToTalk != nullptr)
*UsingPushToTalk = Parms.UsingPushToTalk;
if (FOV != nullptr)
*FOV = Parms.FOV;
if (SmoothRotation != nullptr)
*SmoothRotation = Parms.SmoothRotation;
if (HideGore != nullptr)
*HideGore = Parms.HideGore;
if (Gamma != nullptr)
*Gamma = Parms.Gamma;
if (CameraShake != nullptr)
*CameraShake = Parms.CameraShake;
if (ShowEventContent != nullptr)
*ShowEventContent = Parms.ShowEventContent;
}
// Function BP_FL_GameSettings.BP_FL_GameSettings_C.Set_AudioSettings
// (Static, Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FString GameSettings_SlotName (Edit, BlueprintVisible, ZeroConstructor, HasGetValueTypeHash)
// class UBP_SG_GameSettings_C* CallFunc_LoadSettings_SaveGame (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_FL_GameSettings_C::Set_AudioSettings(class UObject* __WorldContext, const class FString& GameSettings_SlotName, class UBP_SG_GameSettings_C* CallFunc_LoadSettings_SaveGame)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_FL_GameSettings_C", "Set_AudioSettings");
Params::UBP_FL_GameSettings_C_Set_AudioSettings_Params Parms{};
Parms.__WorldContext = __WorldContext;
Parms.GameSettings_SlotName = GameSettings_SlotName;
Parms.CallFunc_LoadSettings_SaveGame = CallFunc_LoadSettings_SaveGame;
UObject::ProcessEvent(Func, &Parms);
}
}