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//PUBGM(0.13.5)32位SDK
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//作者:清华
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//Telegram:@qinghuanb666
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//生成时间:Fri Apr 18 20:44:48 2025
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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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// Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchStep6Tips_NoFetch
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// (BlueprintCallable, BlueprintEvent)
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void Abp_season_switch_C::EventSeasonSwitchStep6Tips_NoFetch()
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchStep6Tips_NoFetch");
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Abp_season_switch_C_EventSeasonSwitchStep6Tips_NoFetch_Params params;
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auto flags = pFunc->FunctionFlags;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchStep6Tips
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// (BlueprintCallable, BlueprintEvent)
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void Abp_season_switch_C::EventSeasonSwitchStep6Tips()
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchStep6Tips");
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Abp_season_switch_C_EventSeasonSwitchStep6Tips_Params params;
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auto flags = pFunc->FunctionFlags;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchGetAward_NoFetch
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// (BlueprintCallable, BlueprintEvent)
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void Abp_season_switch_C::EventSeasonSwitchGetAward_NoFetch()
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchGetAward_NoFetch");
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Abp_season_switch_C_EventSeasonSwitchGetAward_NoFetch_Params params;
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auto flags = pFunc->FunctionFlags;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchGetAward
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// (BlueprintCallable, BlueprintEvent)
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void Abp_season_switch_C::EventSeasonSwitchGetAward()
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchGetAward");
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Abp_season_switch_C_EventSeasonSwitchGetAward_Params params;
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auto flags = pFunc->FunctionFlags;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchHideUI_NoFetch
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// (BlueprintCallable, BlueprintEvent)
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void Abp_season_switch_C::EventSeasonSwitchHideUI_NoFetch()
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchHideUI_NoFetch");
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Abp_season_switch_C_EventSeasonSwitchHideUI_NoFetch_Params params;
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auto flags = pFunc->FunctionFlags;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchHideUI
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// (BlueprintCallable, BlueprintEvent)
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void Abp_season_switch_C::EventSeasonSwitchHideUI()
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchHideUI");
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Abp_season_switch_C_EventSeasonSwitchHideUI_Params params;
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auto flags = pFunc->FunctionFlags;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchShowAnim_NoFetch
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// (BlueprintCallable, BlueprintEvent)
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void Abp_season_switch_C::EventSeasonSwitchShowAnim_NoFetch()
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchShowAnim_NoFetch");
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Abp_season_switch_C_EventSeasonSwitchShowAnim_NoFetch_Params params;
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auto flags = pFunc->FunctionFlags;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchShowAnim
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// (BlueprintCallable, BlueprintEvent)
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void Abp_season_switch_C::EventSeasonSwitchShowAnim()
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchShowAnim");
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Abp_season_switch_C_EventSeasonSwitchShowAnim_Params params;
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auto flags = pFunc->FunctionFlags;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchNext_NoFetch
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// (BlueprintCallable, BlueprintEvent)
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void Abp_season_switch_C::EventSeasonSwitchNext_NoFetch()
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchNext_NoFetch");
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Abp_season_switch_C_EventSeasonSwitchNext_NoFetch_Params params;
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auto flags = pFunc->FunctionFlags;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchNext
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// (BlueprintCallable, BlueprintEvent)
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void Abp_season_switch_C::EventSeasonSwitchNext()
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function bp_season_switch.bp_season_switch_C.EventSeasonSwitchNext");
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Abp_season_switch_C_EventSeasonSwitchNext_Params params;
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auto flags = pFunc->FunctionFlags;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function bp_season_switch.bp_season_switch_C.UserConstructionScript
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// (Event, Public, BlueprintCallable, BlueprintEvent)
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void Abp_season_switch_C::UserConstructionScript()
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{
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static UFunction *pFunc = 0;
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if (!pFunc)
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pFunc = UObject::FindObject<UFunction>("Function bp_season_switch.bp_season_switch_C.UserConstructionScript");
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Abp_season_switch_C_UserConstructionScript_Params params;
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auto flags = pFunc->FunctionFlags;
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UObject *currentObj = (UObject *) this;
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currentObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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}
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