#pragma once

/*
* SDK generated by Dumper-7
*
* https://github.com/Encryqed/Dumper-7
*/

// Package: BP_FirstPersonPlayerController_LINK

#include "Basic.hpp"

#include "BP_FirstPersonPlayerController_LINK_classes.hpp"
#include "BP_FirstPersonPlayerController_LINK_parameters.hpp"


SDK_NAMESPACE_START

// Function BP_FirstPersonPlayerController_LINK.BP_FirstPersonPlayerController_LINK_C.StanDamage
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// EN_StanType                             StanType                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonPlayerController_LINK_C::StanDamage(EN_StanType StanType)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerController_LINK_C", "StanDamage");

	Params::BP_FirstPersonPlayerController_LINK_C_StanDamage Parms{};

	Parms.StanType = StanType;

	UObject::ProcessEvent(Func, &Parms);
}


// Function BP_FirstPersonPlayerController_LINK.BP_FirstPersonPlayerController_LINK_C.StaminaDamage
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// double                                  Value                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonPlayerController_LINK_C::StaminaDamage(double Value)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerController_LINK_C", "StaminaDamage");

	Params::BP_FirstPersonPlayerController_LINK_C_StaminaDamage Parms{};

	Parms.Value = Value;

	UObject::ProcessEvent(Func, &Parms);
}


// Function BP_FirstPersonPlayerController_LINK.BP_FirstPersonPlayerController_LINK_C.SpawnHitEffect
// (Net, NetMulticast, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UPhysicalMaterial*                ターゲット                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// const struct FTransform&                Transform                                              (BlueprintVisible, BlueprintReadOnly, Parm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonPlayerController_LINK_C::SpawnHitEffect(class UPhysicalMaterial* ターゲット, const struct FTransform& Transform)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerController_LINK_C", "SpawnHitEffect");

	Params::BP_FirstPersonPlayerController_LINK_C_SpawnHitEffect Parms{};

	Parms.ターゲット = ターゲット;
	Parms.Transform = std::move(Transform);

	UObject::ProcessEvent(Func, &Parms);
}


// Function BP_FirstPersonPlayerController_LINK.BP_FirstPersonPlayerController_LINK_C.ShotItem(Server)
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FTransform&                StartTransform                                         (BlueprintVisible, BlueprintReadOnly, Parm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FVector&                   Velocity                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double                                  power                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UClass*                           Class_0                                                (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class AActor*                           BindActor                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonPlayerController_LINK_C::ShotItem_Server_(const struct FTransform& StartTransform, const struct FVector& Velocity, double power, class UClass* Class_0, class AActor* BindActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerController_LINK_C", "ShotItem(Server)");

	Params::BP_FirstPersonPlayerController_LINK_C_ShotItem_Server_ Parms{};

	Parms.StartTransform = std::move(StartTransform);
	Parms.Velocity = std::move(Velocity);
	Parms.power = power;
	Parms.Class_0 = Class_0;
	Parms.BindActor = BindActor;

	UObject::ProcessEvent(Func, &Parms);
}


// Function BP_FirstPersonPlayerController_LINK.BP_FirstPersonPlayerController_LINK_C.ShotItem(Local)
// (BlueprintCallable, BlueprintEvent)
// Parameters:
// const struct FTransform&                StartTransform                                         (BlueprintVisible, BlueprintReadOnly, Parm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FVector&                   Velocity                                               (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// double                                  power                                                  (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class UClass*                           Class_0                                                (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class AActor*                           BindActor                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonPlayerController_LINK_C::ShotItem_Local_(const struct FTransform& StartTransform, const struct FVector& Velocity, double power, class UClass* Class_0, class AActor* BindActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerController_LINK_C", "ShotItem(Local)");

	Params::BP_FirstPersonPlayerController_LINK_C_ShotItem_Local_ Parms{};

	Parms.StartTransform = std::move(StartTransform);
	Parms.Velocity = std::move(Velocity);
	Parms.power = power;
	Parms.Class_0 = Class_0;
	Parms.BindActor = BindActor;

	UObject::ProcessEvent(Func, &Parms);
}


// Function BP_FirstPersonPlayerController_LINK.BP_FirstPersonPlayerController_LINK_C.ReceiveBeginPlay
// (Event, Protected, BlueprintEvent)

void ABP_FirstPersonPlayerController_LINK_C::ReceiveBeginPlay()
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerController_LINK_C", "ReceiveBeginPlay");

	UObject::ProcessEvent(Func, nullptr);
}


// Function BP_FirstPersonPlayerController_LINK.BP_FirstPersonPlayerController_LINK_C.GetParryState
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// bool*                                   State                                                  (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonPlayerController_LINK_C::GetParryState(bool* State)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerController_LINK_C", "GetParryState");

	Params::BP_FirstPersonPlayerController_LINK_C_GetParryState Parms{};

	UObject::ProcessEvent(Func, &Parms);

	if (State != nullptr)
		*State = Parms.State;
}


// Function BP_FirstPersonPlayerController_LINK.BP_FirstPersonPlayerController_LINK_C.ExecuteUbergraph_BP_FirstPersonPlayerController_LINK
// (Final, UbergraphFunction, HasDefaults)
// Parameters:
// int32                                   EntryPoint                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonPlayerController_LINK_C::ExecuteUbergraph_BP_FirstPersonPlayerController_LINK(int32 EntryPoint)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerController_LINK_C", "ExecuteUbergraph_BP_FirstPersonPlayerController_LINK");

	Params::BP_FirstPersonPlayerController_LINK_C_ExecuteUbergraph_BP_FirstPersonPlayerController_LINK Parms{};

	Parms.EntryPoint = EntryPoint;

	UObject::ProcessEvent(Func, &Parms);
}


// Function BP_FirstPersonPlayerController_LINK.BP_FirstPersonPlayerController_LINK_C.DamageToPlayerController
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// class AActor*                           TargetActor                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// double                                  DamageValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32                                   TeamIndex                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// EN_DamageType                           DamageType                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FTransform&                SourceAgentPoint                                       (BlueprintVisible, BlueprintReadOnly, Parm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool                                    UnAvoidable                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName                             DamageName                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FHitResult&                HitRezult                                              (BlueprintVisible, BlueprintReadOnly, Parm, IsPlainOldData, NoDestructor, ContainsInstancedReference)
// class AActor*                           SourceActor                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonPlayerController_LINK_C::DamageToPlayerController(class AActor* TargetActor, double DamageValue, int32 TeamIndex, EN_DamageType DamageType, const struct FTransform& SourceAgentPoint, bool UnAvoidable, class FName DamageName, const struct FHitResult& HitRezult, class AActor* SourceActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerController_LINK_C", "DamageToPlayerController");

	Params::BP_FirstPersonPlayerController_LINK_C_DamageToPlayerController Parms{};

	Parms.TargetActor = TargetActor;
	Parms.DamageValue = DamageValue;
	Parms.TeamIndex = TeamIndex;
	Parms.DamageType = DamageType;
	Parms.SourceAgentPoint = std::move(SourceAgentPoint);
	Parms.UnAvoidable = UnAvoidable;
	Parms.DamageName = DamageName;
	Parms.HitRezult = std::move(HitRezult);
	Parms.SourceActor = SourceActor;

	UObject::ProcessEvent(Func, &Parms);
}


// Function BP_FirstPersonPlayerController_LINK.BP_FirstPersonPlayerController_LINK_C.Damage(Server)
// (Net, NetReliable, NetServer, BlueprintCallable, BlueprintEvent)
// Parameters:
// class UObject*                          ターゲット                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// double                                  DamageValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32                                   TeamIndex                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// EN_DamageType                           DamageType                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FTransform&                SourceAgentPoint                                       (BlueprintVisible, BlueprintReadOnly, Parm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool                                    UnAvoidable                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName                             DamageName                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FHitResult&                HitRezult                                              (BlueprintVisible, BlueprintReadOnly, Parm, IsPlainOldData, NoDestructor, ContainsInstancedReference)
// class AActor*                           SourceActor                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonPlayerController_LINK_C::Damage_Server_(class UObject* ターゲット, double DamageValue, int32 TeamIndex, EN_DamageType DamageType, const struct FTransform& SourceAgentPoint, bool UnAvoidable, class FName DamageName, const struct FHitResult& HitRezult, class AActor* SourceActor)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerController_LINK_C", "Damage(Server)");

	Params::BP_FirstPersonPlayerController_LINK_C_Damage_Server_ Parms{};

	Parms.ターゲット = ターゲット;
	Parms.DamageValue = DamageValue;
	Parms.TeamIndex = TeamIndex;
	Parms.DamageType = DamageType;
	Parms.SourceAgentPoint = std::move(SourceAgentPoint);
	Parms.UnAvoidable = UnAvoidable;
	Parms.DamageName = DamageName;
	Parms.HitRezult = std::move(HitRezult);
	Parms.SourceActor = SourceActor;

	UObject::ProcessEvent(Func, &Parms);
}


// Function BP_FirstPersonPlayerController_LINK.BP_FirstPersonPlayerController_LINK_C.Damage
// (Public, HasOutParams, BlueprintCallable, BlueprintEvent)
// Parameters:
// double                                  DamageValue                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// int32                                   TeamIndex                                              (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// EN_DamageType                           DamageType                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// const struct FTransform&                SourceAgentPoint                                       (BlueprintVisible, BlueprintReadOnly, Parm, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool                                    UnAvoidable                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class FName                             DamageName                                             (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AActor*                           SourceActor                                            (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// struct FFinishFilter*                   Finish                                                 (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)

void ABP_FirstPersonPlayerController_LINK_C::Damage(double DamageValue, int32 TeamIndex, EN_DamageType DamageType, const struct FTransform& SourceAgentPoint, bool UnAvoidable, class FName DamageName, class AActor* SourceActor, struct FFinishFilter* Finish)
{
	static class UFunction* Func = nullptr;

	if (Func == nullptr)
		Func = Class->GetFunction("BP_FirstPersonPlayerController_LINK_C", "Damage");

	Params::BP_FirstPersonPlayerController_LINK_C_Damage Parms{};

	Parms.DamageValue = DamageValue;
	Parms.TeamIndex = TeamIndex;
	Parms.DamageType = DamageType;
	Parms.SourceAgentPoint = std::move(SourceAgentPoint);
	Parms.UnAvoidable = UnAvoidable;
	Parms.DamageName = DamageName;
	Parms.SourceActor = SourceActor;

	UObject::ProcessEvent(Func, &Parms);

	if (Finish != nullptr)
		*Finish = std::move(Parms.Finish);
}


SDK_NAMESPACE_END
