forked from gcdsfh/PMDT
fix name eroor
This commit is contained in:
@@ -0,0 +1,195 @@
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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 20:44:45 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_updatenotice_ingame.bp_updatenotice_ingame_C.EventJumpToMode_NoFetch
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// (BlueprintCallable, BlueprintEvent)
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void Abp_updatenotice_ingame_C::EventJumpToMode_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_updatenotice_ingame.bp_updatenotice_ingame_C.EventJumpToMode_NoFetch");
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Abp_updatenotice_ingame_C_EventJumpToMode_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_updatenotice_ingame.bp_updatenotice_ingame_C.EventJumpToMode
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// (BlueprintCallable, BlueprintEvent)
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void Abp_updatenotice_ingame_C::EventJumpToMode()
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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_updatenotice_ingame.bp_updatenotice_ingame_C.EventJumpToMode");
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Abp_updatenotice_ingame_C_EventJumpToMode_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_updatenotice_ingame.bp_updatenotice_ingame_C.EventFetchInfo_NoFetch
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// (BlueprintCallable, BlueprintEvent)
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void Abp_updatenotice_ingame_C::EventFetchInfo_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_updatenotice_ingame.bp_updatenotice_ingame_C.EventFetchInfo_NoFetch");
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Abp_updatenotice_ingame_C_EventFetchInfo_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_updatenotice_ingame.bp_updatenotice_ingame_C.EventFetchInfo
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// (BlueprintCallable, BlueprintEvent)
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void Abp_updatenotice_ingame_C::EventFetchInfo()
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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_updatenotice_ingame.bp_updatenotice_ingame_C.EventFetchInfo");
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Abp_updatenotice_ingame_C_EventFetchInfo_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_updatenotice_ingame.bp_updatenotice_ingame_C.EventClickGoFinish_NoFetch
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// (BlueprintCallable, BlueprintEvent)
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void Abp_updatenotice_ingame_C::EventClickGoFinish_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_updatenotice_ingame.bp_updatenotice_ingame_C.EventClickGoFinish_NoFetch");
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Abp_updatenotice_ingame_C_EventClickGoFinish_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_updatenotice_ingame.bp_updatenotice_ingame_C.EventClickGoFinish
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// (BlueprintCallable, BlueprintEvent)
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void Abp_updatenotice_ingame_C::EventClickGoFinish()
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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_updatenotice_ingame.bp_updatenotice_ingame_C.EventClickGoFinish");
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Abp_updatenotice_ingame_C_EventClickGoFinish_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_updatenotice_ingame.bp_updatenotice_ingame_C.EventGetAward_NoFetch
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// (BlueprintCallable, BlueprintEvent)
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void Abp_updatenotice_ingame_C::EventGetAward_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_updatenotice_ingame.bp_updatenotice_ingame_C.EventGetAward_NoFetch");
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Abp_updatenotice_ingame_C_EventGetAward_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_updatenotice_ingame.bp_updatenotice_ingame_C.EventGetAward
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// (BlueprintCallable, BlueprintEvent)
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void Abp_updatenotice_ingame_C::EventGetAward()
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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_updatenotice_ingame.bp_updatenotice_ingame_C.EventGetAward");
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Abp_updatenotice_ingame_C_EventGetAward_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_updatenotice_ingame.bp_updatenotice_ingame_C.UserConstructionScript
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// (Event, Public, BlueprintCallable, BlueprintEvent)
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void Abp_updatenotice_ingame_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_updatenotice_ingame.bp_updatenotice_ingame_C.UserConstructionScript");
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Abp_updatenotice_ingame_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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