mirror of
https://github.com/DumbDev69420/EscapeTheBackrooms_Internal.git
synced 2025-06-30 18:42:25 +08:00
505 lines
31 KiB
C++
505 lines
31 KiB
C++
#pragma once
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// Dumped with Dumper-7!
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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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// BlueprintGeneratedClass BP_Antize.BP_Antize_C
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// (None)
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class UClass* UBP_Antize_C::StaticClass()
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{
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static class UClass* Clss = nullptr;
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if (!Clss)
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Clss = UObject::FindClassFast("BP_Antize_C");
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return Clss;
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}
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// BP_Antize_C BP_Antize.Default__BP_Antize_C
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// (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted)
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class UBP_Antize_C* UBP_Antize_C::GetDefaultObj()
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{
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static class UBP_Antize_C* Default = nullptr;
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if (!Default)
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Default = static_cast<UBP_Antize_C*>(UBP_Antize_C::StaticClass()->DefaultObject);
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return Default;
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}
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// Function BP_Antize.BP_Antize_C.Save Slot
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// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UBP_MySaveGame_C* SaveGame (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool Success (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// bool CallFunc_SaveGameToSlot_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
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void UBP_Antize_C::Save_Slot(class UBP_MySaveGame_C* SaveGame, class UObject* __WorldContext, bool* Success, bool CallFunc_SaveGameToSlot_ReturnValue)
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{
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static class UFunction* Func = nullptr;
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if (!Func)
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Func = Class->GetFunction("BP_Antize_C", "Save Slot");
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Params::UBP_Antize_C_Save_Slot_Params Parms{};
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Parms.SaveGame = SaveGame;
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Parms.__WorldContext = __WorldContext;
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Parms.CallFunc_SaveGameToSlot_ReturnValue = CallFunc_SaveGameToSlot_ReturnValue;
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UObject::ProcessEvent(Func, &Parms);
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if (Success != nullptr)
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*Success = Parms.Success;
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}
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// Function BP_Antize.BP_Antize_C.Load Saves
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// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UBP_MySaveGame_C* SaveGame (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class USaveGame* CallFunc_LoadGameFromSlot_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UBP_MySaveGame_C* CallFunc_Create_New_Save_File_SaveGame (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UBP_MySaveGame_C* K2Node_DynamicCast_AsBP_My_Save_Game (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor)
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// bool CallFunc_DoesSaveGameExist_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
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void UBP_Antize_C::Load_Saves(class UObject* __WorldContext, class UBP_MySaveGame_C** SaveGame, class USaveGame* CallFunc_LoadGameFromSlot_ReturnValue, class UBP_MySaveGame_C* CallFunc_Create_New_Save_File_SaveGame, class UBP_MySaveGame_C* K2Node_DynamicCast_AsBP_My_Save_Game, bool K2Node_DynamicCast_bSuccess, bool CallFunc_DoesSaveGameExist_ReturnValue)
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{
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static class UFunction* Func = nullptr;
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if (!Func)
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Func = Class->GetFunction("BP_Antize_C", "Load Saves");
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Params::UBP_Antize_C_Load_Saves_Params Parms{};
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Parms.__WorldContext = __WorldContext;
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Parms.CallFunc_LoadGameFromSlot_ReturnValue = CallFunc_LoadGameFromSlot_ReturnValue;
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Parms.CallFunc_Create_New_Save_File_SaveGame = CallFunc_Create_New_Save_File_SaveGame;
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Parms.K2Node_DynamicCast_AsBP_My_Save_Game = K2Node_DynamicCast_AsBP_My_Save_Game;
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Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess;
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Parms.CallFunc_DoesSaveGameExist_ReturnValue = CallFunc_DoesSaveGameExist_ReturnValue;
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UObject::ProcessEvent(Func, &Parms);
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if (SaveGame != nullptr)
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*SaveGame = Parms.SaveGame;
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}
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// Function BP_Antize.BP_Antize_C.Finished Level Lobby Hard
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// (Static, Public, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// int32 LevelIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// float Time (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UBP_LobbySaveGame_C* CallFunc_GetLobbySaveGame_SaveGame (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_SaveGameToSlot_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
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// struct FS_LevelStats CallFunc_Array_Get_Item (ContainsInstancedReference, HasGetValueTypeHash)
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// struct FS_LevelStats K2Node_MakeStruct_S_LevelStats (ContainsInstancedReference, HasGetValueTypeHash)
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// bool CallFunc_LessEqual_FloatFloat_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
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// bool CallFunc_Greater_FloatFloat_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
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// bool CallFunc_BooleanOR_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
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void UBP_Antize_C::Finished_Level_Lobby_Hard(int32 LevelIndex, float Time, class UObject* __WorldContext, class UBP_LobbySaveGame_C* CallFunc_GetLobbySaveGame_SaveGame, bool CallFunc_SaveGameToSlot_ReturnValue, const struct FS_LevelStats& CallFunc_Array_Get_Item, const struct FS_LevelStats& K2Node_MakeStruct_S_LevelStats, bool CallFunc_LessEqual_FloatFloat_ReturnValue, bool CallFunc_Greater_FloatFloat_ReturnValue, bool CallFunc_BooleanOR_ReturnValue)
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{
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static class UFunction* Func = nullptr;
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if (!Func)
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Func = Class->GetFunction("BP_Antize_C", "Finished Level Lobby Hard");
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Params::UBP_Antize_C_Finished_Level_Lobby_Hard_Params Parms{};
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Parms.LevelIndex = LevelIndex;
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Parms.Time = Time;
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Parms.__WorldContext = __WorldContext;
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Parms.CallFunc_GetLobbySaveGame_SaveGame = CallFunc_GetLobbySaveGame_SaveGame;
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Parms.CallFunc_SaveGameToSlot_ReturnValue = CallFunc_SaveGameToSlot_ReturnValue;
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Parms.CallFunc_Array_Get_Item = CallFunc_Array_Get_Item;
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Parms.K2Node_MakeStruct_S_LevelStats = K2Node_MakeStruct_S_LevelStats;
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Parms.CallFunc_LessEqual_FloatFloat_ReturnValue = CallFunc_LessEqual_FloatFloat_ReturnValue;
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Parms.CallFunc_Greater_FloatFloat_ReturnValue = CallFunc_Greater_FloatFloat_ReturnValue;
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Parms.CallFunc_BooleanOR_ReturnValue = CallFunc_BooleanOR_ReturnValue;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function BP_Antize.BP_Antize_C.Finished Level Lobby Normal
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// (Static, Public, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// int32 LevelIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// float Time (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UBP_LobbySaveGame_C* CallFunc_GetLobbySaveGame_SaveGame (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_SaveGameToSlot_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
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// struct FS_LevelStats CallFunc_Array_Get_Item (ContainsInstancedReference, HasGetValueTypeHash)
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// struct FS_LevelStats K2Node_MakeStruct_S_LevelStats (ContainsInstancedReference, HasGetValueTypeHash)
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// bool CallFunc_LessEqual_FloatFloat_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
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// bool CallFunc_Greater_FloatFloat_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
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// bool CallFunc_BooleanOR_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
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void UBP_Antize_C::Finished_Level_Lobby_Normal(int32 LevelIndex, float Time, class UObject* __WorldContext, class UBP_LobbySaveGame_C* CallFunc_GetLobbySaveGame_SaveGame, bool CallFunc_SaveGameToSlot_ReturnValue, const struct FS_LevelStats& CallFunc_Array_Get_Item, const struct FS_LevelStats& K2Node_MakeStruct_S_LevelStats, bool CallFunc_LessEqual_FloatFloat_ReturnValue, bool CallFunc_Greater_FloatFloat_ReturnValue, bool CallFunc_BooleanOR_ReturnValue)
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{
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static class UFunction* Func = nullptr;
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if (!Func)
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Func = Class->GetFunction("BP_Antize_C", "Finished Level Lobby Normal");
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Params::UBP_Antize_C_Finished_Level_Lobby_Normal_Params Parms{};
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Parms.LevelIndex = LevelIndex;
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Parms.Time = Time;
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Parms.__WorldContext = __WorldContext;
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Parms.CallFunc_GetLobbySaveGame_SaveGame = CallFunc_GetLobbySaveGame_SaveGame;
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Parms.CallFunc_SaveGameToSlot_ReturnValue = CallFunc_SaveGameToSlot_ReturnValue;
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Parms.CallFunc_Array_Get_Item = CallFunc_Array_Get_Item;
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Parms.K2Node_MakeStruct_S_LevelStats = K2Node_MakeStruct_S_LevelStats;
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Parms.CallFunc_LessEqual_FloatFloat_ReturnValue = CallFunc_LessEqual_FloatFloat_ReturnValue;
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Parms.CallFunc_Greater_FloatFloat_ReturnValue = CallFunc_Greater_FloatFloat_ReturnValue;
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Parms.CallFunc_BooleanOR_ReturnValue = CallFunc_BooleanOR_ReturnValue;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function BP_Antize.BP_Antize_C.CreateNewLobbySave
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// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UBP_LobbySaveGame_C* SaveGame (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class FString Local_SaveName (Edit, BlueprintVisible, ZeroConstructor, HasGetValueTypeHash)
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// class UBP_LobbySaveGame_C* CallFunc_CreateSaveGameObject_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_SaveGameToSlot_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
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void UBP_Antize_C::CreateNewLobbySave(class UObject* __WorldContext, class UBP_LobbySaveGame_C** SaveGame, const class FString& Local_SaveName, class UBP_LobbySaveGame_C* CallFunc_CreateSaveGameObject_ReturnValue, bool CallFunc_SaveGameToSlot_ReturnValue)
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{
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static class UFunction* Func = nullptr;
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if (!Func)
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Func = Class->GetFunction("BP_Antize_C", "CreateNewLobbySave");
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Params::UBP_Antize_C_CreateNewLobbySave_Params Parms{};
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Parms.__WorldContext = __WorldContext;
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Parms.Local_SaveName = Local_SaveName;
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Parms.CallFunc_CreateSaveGameObject_ReturnValue = CallFunc_CreateSaveGameObject_ReturnValue;
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Parms.CallFunc_SaveGameToSlot_ReturnValue = CallFunc_SaveGameToSlot_ReturnValue;
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UObject::ProcessEvent(Func, &Parms);
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if (SaveGame != nullptr)
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*SaveGame = Parms.SaveGame;
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}
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// Function BP_Antize.BP_Antize_C.GetLobbySaveGame
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// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UBP_LobbySaveGame_C* SaveGame (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class USaveGame* CallFunc_LoadGameFromSlot_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UBP_LobbySaveGame_C* CallFunc_CreateNewLobbySave_SaveGame (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UBP_LobbySaveGame_C* K2Node_DynamicCast_AsBP_Lobby_Save_Game (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor)
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// bool CallFunc_DoesSaveGameExist_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
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void UBP_Antize_C::GetLobbySaveGame(class UObject* __WorldContext, class UBP_LobbySaveGame_C** SaveGame, class USaveGame* CallFunc_LoadGameFromSlot_ReturnValue, class UBP_LobbySaveGame_C* CallFunc_CreateNewLobbySave_SaveGame, class UBP_LobbySaveGame_C* K2Node_DynamicCast_AsBP_Lobby_Save_Game, bool K2Node_DynamicCast_bSuccess, bool CallFunc_DoesSaveGameExist_ReturnValue)
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{
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static class UFunction* Func = nullptr;
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if (!Func)
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Func = Class->GetFunction("BP_Antize_C", "GetLobbySaveGame");
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Params::UBP_Antize_C_GetLobbySaveGame_Params Parms{};
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Parms.__WorldContext = __WorldContext;
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Parms.CallFunc_LoadGameFromSlot_ReturnValue = CallFunc_LoadGameFromSlot_ReturnValue;
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Parms.CallFunc_CreateNewLobbySave_SaveGame = CallFunc_CreateNewLobbySave_SaveGame;
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Parms.K2Node_DynamicCast_AsBP_Lobby_Save_Game = K2Node_DynamicCast_AsBP_Lobby_Save_Game;
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Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess;
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Parms.CallFunc_DoesSaveGameExist_ReturnValue = CallFunc_DoesSaveGameExist_ReturnValue;
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UObject::ProcessEvent(Func, &Parms);
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if (SaveGame != nullptr)
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*SaveGame = Parms.SaveGame;
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}
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// Function BP_Antize.BP_Antize_C.Finished Level Lobby Easy
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// (Static, Public, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// int32 LevelIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// float Time (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UBP_LobbySaveGame_C* CallFunc_GetLobbySaveGame_SaveGame (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_SaveGameToSlot_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
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// struct FS_LevelStats CallFunc_Array_Get_Item (ContainsInstancedReference, HasGetValueTypeHash)
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// struct FS_LevelStats K2Node_MakeStruct_S_LevelStats (ContainsInstancedReference, HasGetValueTypeHash)
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// bool CallFunc_LessEqual_FloatFloat_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
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// bool CallFunc_Greater_FloatFloat_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
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// bool CallFunc_BooleanOR_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
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void UBP_Antize_C::Finished_Level_Lobby_Easy(int32 LevelIndex, float Time, class UObject* __WorldContext, class UBP_LobbySaveGame_C* CallFunc_GetLobbySaveGame_SaveGame, bool CallFunc_SaveGameToSlot_ReturnValue, const struct FS_LevelStats& CallFunc_Array_Get_Item, const struct FS_LevelStats& K2Node_MakeStruct_S_LevelStats, bool CallFunc_LessEqual_FloatFloat_ReturnValue, bool CallFunc_Greater_FloatFloat_ReturnValue, bool CallFunc_BooleanOR_ReturnValue)
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{
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static class UFunction* Func = nullptr;
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if (!Func)
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Func = Class->GetFunction("BP_Antize_C", "Finished Level Lobby Easy");
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Params::UBP_Antize_C_Finished_Level_Lobby_Easy_Params Parms{};
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Parms.LevelIndex = LevelIndex;
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Parms.Time = Time;
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Parms.__WorldContext = __WorldContext;
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Parms.CallFunc_GetLobbySaveGame_SaveGame = CallFunc_GetLobbySaveGame_SaveGame;
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Parms.CallFunc_SaveGameToSlot_ReturnValue = CallFunc_SaveGameToSlot_ReturnValue;
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Parms.CallFunc_Array_Get_Item = CallFunc_Array_Get_Item;
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Parms.K2Node_MakeStruct_S_LevelStats = K2Node_MakeStruct_S_LevelStats;
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Parms.CallFunc_LessEqual_FloatFloat_ReturnValue = CallFunc_LessEqual_FloatFloat_ReturnValue;
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Parms.CallFunc_Greater_FloatFloat_ReturnValue = CallFunc_Greater_FloatFloat_ReturnValue;
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Parms.CallFunc_BooleanOR_ReturnValue = CallFunc_BooleanOR_ReturnValue;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function BP_Antize.BP_Antize_C.Create New Save File
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// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UBP_MySaveGame_C* SaveGame (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class FString Local_SaveName (Edit, BlueprintVisible, ZeroConstructor, HasGetValueTypeHash)
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// class UBP_MySaveGame_C* CallFunc_CreateSaveGameObject_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_SaveGameToSlot_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
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void UBP_Antize_C::Create_New_Save_File(class UObject* __WorldContext, class UBP_MySaveGame_C** SaveGame, const class FString& Local_SaveName, class UBP_MySaveGame_C* CallFunc_CreateSaveGameObject_ReturnValue, bool CallFunc_SaveGameToSlot_ReturnValue)
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{
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static class UFunction* Func = nullptr;
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if (!Func)
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Func = Class->GetFunction("BP_Antize_C", "Create New Save File");
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Params::UBP_Antize_C_Create_New_Save_File_Params Parms{};
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Parms.__WorldContext = __WorldContext;
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Parms.Local_SaveName = Local_SaveName;
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Parms.CallFunc_CreateSaveGameObject_ReturnValue = CallFunc_CreateSaveGameObject_ReturnValue;
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Parms.CallFunc_SaveGameToSlot_ReturnValue = CallFunc_SaveGameToSlot_ReturnValue;
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UObject::ProcessEvent(Func, &Parms);
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if (SaveGame != nullptr)
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*SaveGame = Parms.SaveGame;
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}
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// Function BP_Antize.BP_Antize_C.FinishedLevel
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// (Static, Public, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// int32 LevelIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// float Time (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UBP_MySaveGame_C* CallFunc_Get_Save_Game_SaveGame (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// struct FS_LevelStats K2Node_MakeStruct_S_LevelStats (ContainsInstancedReference, HasGetValueTypeHash)
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// bool CallFunc_SaveGameToSlot_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
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// struct FS_LevelStats CallFunc_Array_Get_Item (ContainsInstancedReference, HasGetValueTypeHash)
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// bool CallFunc_Greater_FloatFloat_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
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// bool CallFunc_LessEqual_FloatFloat_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
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// bool CallFunc_BooleanOR_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
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void UBP_Antize_C::FinishedLevel(int32 LevelIndex, float Time, class UObject* __WorldContext, class UBP_MySaveGame_C* CallFunc_Get_Save_Game_SaveGame, const struct FS_LevelStats& K2Node_MakeStruct_S_LevelStats, bool CallFunc_SaveGameToSlot_ReturnValue, const struct FS_LevelStats& CallFunc_Array_Get_Item, bool CallFunc_Greater_FloatFloat_ReturnValue, bool CallFunc_LessEqual_FloatFloat_ReturnValue, bool CallFunc_BooleanOR_ReturnValue)
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{
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static class UFunction* Func = nullptr;
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if (!Func)
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Func = Class->GetFunction("BP_Antize_C", "FinishedLevel");
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Params::UBP_Antize_C_FinishedLevel_Params Parms{};
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Parms.LevelIndex = LevelIndex;
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Parms.Time = Time;
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Parms.__WorldContext = __WorldContext;
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Parms.CallFunc_Get_Save_Game_SaveGame = CallFunc_Get_Save_Game_SaveGame;
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Parms.K2Node_MakeStruct_S_LevelStats = K2Node_MakeStruct_S_LevelStats;
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Parms.CallFunc_SaveGameToSlot_ReturnValue = CallFunc_SaveGameToSlot_ReturnValue;
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Parms.CallFunc_Array_Get_Item = CallFunc_Array_Get_Item;
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Parms.CallFunc_Greater_FloatFloat_ReturnValue = CallFunc_Greater_FloatFloat_ReturnValue;
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Parms.CallFunc_LessEqual_FloatFloat_ReturnValue = CallFunc_LessEqual_FloatFloat_ReturnValue;
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Parms.CallFunc_BooleanOR_ReturnValue = CallFunc_BooleanOR_ReturnValue;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function BP_Antize.BP_Antize_C.Get Save Game
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// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UBP_MySaveGame_C* SaveGame (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class USaveGame* CallFunc_LoadGameFromSlot_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UBP_MySaveGame_C* CallFunc_Create_New_Save_File_SaveGame (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UBP_MySaveGame_C* K2Node_DynamicCast_AsBP_My_Save_Game (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor)
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// bool CallFunc_DoesSaveGameExist_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
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void UBP_Antize_C::Get_Save_Game(class UObject* __WorldContext, class UBP_MySaveGame_C** SaveGame, class USaveGame* CallFunc_LoadGameFromSlot_ReturnValue, class UBP_MySaveGame_C* CallFunc_Create_New_Save_File_SaveGame, class UBP_MySaveGame_C* K2Node_DynamicCast_AsBP_My_Save_Game, bool K2Node_DynamicCast_bSuccess, bool CallFunc_DoesSaveGameExist_ReturnValue)
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{
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static class UFunction* Func = nullptr;
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if (!Func)
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Func = Class->GetFunction("BP_Antize_C", "Get Save Game");
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Params::UBP_Antize_C_Get_Save_Game_Params Parms{};
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Parms.__WorldContext = __WorldContext;
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Parms.CallFunc_LoadGameFromSlot_ReturnValue = CallFunc_LoadGameFromSlot_ReturnValue;
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Parms.CallFunc_Create_New_Save_File_SaveGame = CallFunc_Create_New_Save_File_SaveGame;
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Parms.K2Node_DynamicCast_AsBP_My_Save_Game = K2Node_DynamicCast_AsBP_My_Save_Game;
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Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess;
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Parms.CallFunc_DoesSaveGameExist_ReturnValue = CallFunc_DoesSaveGameExist_ReturnValue;
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UObject::ProcessEvent(Func, &Parms);
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if (SaveGame != nullptr)
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*SaveGame = Parms.SaveGame;
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}
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// Function BP_Antize.BP_Antize_C.FinishedCutscene
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// (Static, Public, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UBP_MySaveGame_C* CallFunc_Get_Save_Game_SaveGame (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_SaveGameToSlot_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
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void UBP_Antize_C::FinishedCutscene(class UObject* __WorldContext, class UBP_MySaveGame_C* CallFunc_Get_Save_Game_SaveGame, bool CallFunc_SaveGameToSlot_ReturnValue)
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{
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static class UFunction* Func = nullptr;
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if (!Func)
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Func = Class->GetFunction("BP_Antize_C", "FinishedCutscene");
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Params::UBP_Antize_C_FinishedCutscene_Params Parms{};
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Parms.__WorldContext = __WorldContext;
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Parms.CallFunc_Get_Save_Game_SaveGame = CallFunc_Get_Save_Game_SaveGame;
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Parms.CallFunc_SaveGameToSlot_ReturnValue = CallFunc_SaveGameToSlot_ReturnValue;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function BP_Antize.BP_Antize_C.SaveGame
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// (Static, Public, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UBP_MySaveGame_C* SaveGame (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class FString Local_SaveName (Edit, BlueprintVisible, ZeroConstructor, HasGetValueTypeHash)
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// bool CallFunc_SaveGameToSlot_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
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void UBP_Antize_C::SaveGame(class UBP_MySaveGame_C* SaveGame, class UObject* __WorldContext, const class FString& Local_SaveName, bool CallFunc_SaveGameToSlot_ReturnValue)
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{
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|
static class UFunction* Func = nullptr;
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|
|
|
if (!Func)
|
|
Func = Class->GetFunction("BP_Antize_C", "SaveGame");
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|
|
Params::UBP_Antize_C_SaveGame_Params Parms{};
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|
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Parms.SaveGame = SaveGame;
|
|
Parms.__WorldContext = __WorldContext;
|
|
Parms.Local_SaveName = Local_SaveName;
|
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Parms.CallFunc_SaveGameToSlot_ReturnValue = CallFunc_SaveGameToSlot_ReturnValue;
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|
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function BP_Antize.BP_Antize_C.ConvertStringToFloat
|
|
// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent, BlueprintPure)
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|
// Parameters:
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|
// class FString In (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, HasGetValueTypeHash)
|
|
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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|
// float Out (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class FString CallFunc_Replace_ReturnValue (ZeroConstructor, HasGetValueTypeHash)
|
|
// float CallFunc_Conv_StringToFloat_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UBP_Antize_C::ConvertStringToFloat(const class FString& In, class UObject* __WorldContext, float* Out, const class FString& CallFunc_Replace_ReturnValue, float CallFunc_Conv_StringToFloat_ReturnValue)
|
|
{
|
|
static class UFunction* Func = nullptr;
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|
|
|
if (!Func)
|
|
Func = Class->GetFunction("BP_Antize_C", "ConvertStringToFloat");
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|
|
|
Params::UBP_Antize_C_ConvertStringToFloat_Params Parms{};
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|
|
|
Parms.In = In;
|
|
Parms.__WorldContext = __WorldContext;
|
|
Parms.CallFunc_Replace_ReturnValue = CallFunc_Replace_ReturnValue;
|
|
Parms.CallFunc_Conv_StringToFloat_ReturnValue = CallFunc_Conv_StringToFloat_ReturnValue;
|
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|
|
UObject::ProcessEvent(Func, &Parms);
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|
|
if (Out != nullptr)
|
|
*Out = Parms.Out;
|
|
|
|
}
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|
|
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|
|
// Function BP_Antize.BP_Antize_C.FinishedEndScene
|
|
// (Static, Public, BlueprintCallable, BlueprintEvent)
|
|
// Parameters:
|
|
// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// class UBP_MySaveGame_C* CallFunc_Get_Save_Game_SaveGame (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
|
|
// bool CallFunc_SaveGameToSlot_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
|
|
|
|
void UBP_Antize_C::FinishedEndScene(class UObject* __WorldContext, class UBP_MySaveGame_C* CallFunc_Get_Save_Game_SaveGame, bool CallFunc_SaveGameToSlot_ReturnValue)
|
|
{
|
|
static class UFunction* Func = nullptr;
|
|
|
|
if (!Func)
|
|
Func = Class->GetFunction("BP_Antize_C", "FinishedEndScene");
|
|
|
|
Params::UBP_Antize_C_FinishedEndScene_Params Parms{};
|
|
|
|
Parms.__WorldContext = __WorldContext;
|
|
Parms.CallFunc_Get_Save_Game_SaveGame = CallFunc_Get_Save_Game_SaveGame;
|
|
Parms.CallFunc_SaveGameToSlot_ReturnValue = CallFunc_SaveGameToSlot_ReturnValue;
|
|
|
|
UObject::ProcessEvent(Func, &Parms);
|
|
|
|
}
|
|
|
|
}
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