#pragma once

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

// Package: BP_FirstPersonPlayerController_LINK

#include "Basic.hpp"

#include "Engine_structs.hpp"
#include "EN_StanType_structs.hpp"
#include "EN_DamageType_structs.hpp"
#include "BP_FirstPersonPlayerController_classes.hpp"
#include "PhysicsCore_structs.hpp"


SDK_NAMESPACE_START

// BlueprintGeneratedClass BP_FirstPersonPlayerController_LINK.BP_FirstPersonPlayerController_LINK_C
// 0x0008 (0x0770 - 0x0768)
class ABP_FirstPersonPlayerController_LINK_C final : public ABP_FirstPersonPlayerController_C
{
public:
	struct FPointerToUberGraphFrame               UberGraphFrame_BP_FirstPersonPlayerController_LINK_C; // 0x0768(0x0008)(ZeroConstructor, Transient, DuplicateTransient)

public:
	void StanDamage(EN_StanType StanType);
	void StaminaDamage(double Value);
	void SpawnHitEffect(class UPhysicalMaterial* ターゲット, const struct FTransform& Transform);
	void ShotItem_Server_(const struct FTransform& StartTransform, const struct FVector& Velocity, double power, class UClass* Class_0, class AActor* BindActor);
	void ShotItem_Local_(const struct FTransform& StartTransform, const struct FVector& Velocity, double power, class UClass* Class_0, class AActor* BindActor);
	void ReceiveBeginPlay();
	void GetParryState(bool* State);
	void ExecuteUbergraph_BP_FirstPersonPlayerController_LINK(int32 EntryPoint);
	void 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);
	void 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);
	void Damage(double DamageValue, int32 TeamIndex, EN_DamageType DamageType, const struct FTransform& SourceAgentPoint, bool UnAvoidable, class FName DamageName, class AActor* SourceActor, struct FFinishFilter* Finish);

public:
	static class UClass* StaticClass()
	{
		BP_STATIC_CLASS_IMPL("BP_FirstPersonPlayerController_LINK_C")
	}
	static const class FName& StaticName()
	{
		STATIC_NAME_IMPL(L"BP_FirstPersonPlayerController_LINK_C")
	}
	static class ABP_FirstPersonPlayerController_LINK_C* GetDefaultObj()
	{
		return GetDefaultObjImpl<ABP_FirstPersonPlayerController_LINK_C>();
	}
};
DUMPER7_ASSERTS_ABP_FirstPersonPlayerController_LINK_C;

SDK_NAMESPACE_END
