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#pragma once
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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 20:44:43 2025
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namespace SDK
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{
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//---------------------------------------------------------------------------
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//Classes
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//---------------------------------------------------------------------------
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// ScriptBlueprintGeneratedClass bp_armory.bp_armory_C
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// 0x0214 (0x04E4 - 0x02D0)
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class Abp_armory_C : public ALuaClassObj
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{
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public:
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class UScriptContextComponent* Generated_ScriptContext; // 0x02D0(0x0004) (BlueprintVisible, ZeroConstructor, InstancedReference, IsPlainOldData)
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struct FBP_STRUCT_ShortHand BP_STRUCT_ShortHand; // 0x02D4(0x0030) (Edit, BlueprintVisible)
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int BP_Current_WeaponType; // 0x0304(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
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int BP_Current_WeaponID; // 0x0308(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
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int BP_Current_ShortHandType; // 0x030C(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
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struct FString BP_Armory_Market_Ticket; // 0x0310(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
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struct FBP_STRUCT_WeaponSkinInfo BP_STRUCT_WeaponSkinInfo; // 0x031C(0x0070) (Edit, BlueprintVisible)
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int BP_Last_SelectSkinID; // 0x038C(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
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TArray<struct FBP_STRUCT_ShortHand_Menu> BP_ARRAY_ShortHand_MenuData; // 0x0390(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
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struct FString BP_Armory_Market_Diamond; // 0x039C(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
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int BP_Current_SelectSkinID; // 0x03A8(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
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TArray<struct FBP_STRUCT_ShortHand> BP_ARRAY_ShortHandData; // 0x03AC(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
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struct FBP_STRUCT_ShortHand_Menu BP_STRUCT_ShortHand_Menu; // 0x03B8(0x0018) (Edit, BlueprintVisible)
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TArray<struct FBP_STRUCT_WeaponSkinInfo> BP_ARRAY_WeaponSkinData; // 0x03D0(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
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int BP_Armory_Isopen; // 0x03DC(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
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struct FBP_STRUCT_WeaponAttr BP_STRUCT_WeaponAttr; // 0x03E0(0x002C) (Edit, BlueprintVisible)
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TArray<struct FBP_STRUCT_Weapon_FirstMenu> BP_ARRAY_Weapon_FirstMenuData; // 0x040C(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
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TArray<struct FBP_STRUCT_Weapon_SecMenu> BP_ARRAY_Weapon_SecMenuData; // 0x0418(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
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struct FBP_STRUCT_Weapon_FirstMenu BP_STRUCT_Weapon_FirstMenu; // 0x0424(0x0024) (Edit, BlueprintVisible)
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TArray<struct FBP_STRUCT_ShortHand> BP_ARRAY_CurrentShortHandEquip; // 0x0448(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
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struct FBP_STRUCT_WeaponDetailInfo BP_STRUCT_WeaponDetailInfo; // 0x0454(0x0044) (Edit, BlueprintVisible)
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int BP_Current_ShortHandID; // 0x0498(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
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struct FBP_STRUCT_Weapon_SecMenu BP_STRUCT_Weapon_SecMenu; // 0x049C(0x0038) (Edit, BlueprintVisible)
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TArray<struct FBP_STRUCT_WeaponAttr> BP_ARRAY_WeaponAttrData; // 0x04D4(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
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class USceneComponent* DefaultSceneRoot; // 0x04E0(0x0004) (BlueprintVisible, ZeroConstructor, IsPlainOldData)
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static UClass* StaticClass()
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{
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static UClass *pStaticClass = 0;
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if (!pStaticClass)
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pStaticClass = UObject::FindClass("ScriptBlueprintGeneratedClass bp_armory.bp_armory_C");
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return pStaticClass;
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}
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void EventclickSkinShortHandItem_NoFetch();
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void EventclickSkinShortHandItem();
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void EventTestPutonEquipment_NoFetch();
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void EventTestPutonEquipment();
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void EventclickArmoryShorHandMenu_NoFetch();
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void EventclickArmoryShorHandMenu();
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void EventclickSkinShortHandMenu_NoFetch();
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void EventclickSkinShortHandMenu();
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void EventclickArmoryShortHandItem_NoFetch();
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void EventclickArmoryShortHandItem();
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void EventclickClearAllEquipment_NoFetch();
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void EventclickClearAllEquipment();
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void EventclickArmoryBuySkin_NoFetch();
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void EventclickArmoryBuySkin();
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void EventArmoryCloseArmoryMainUI_NoFetch();
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void EventArmoryCloseArmoryMainUI();
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void EventArmoryOnRecharge_NoFetch();
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void EventArmoryOnRecharge();
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void EventTestShowWeapon2_NoFetch();
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void EventTestShowWeapon2();
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void EventClickArmorySecMenu_NoFetch();
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void EventClickArmorySecMenu();
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void EventArmoryCloseArmoryMainUIEnter_NoFetch();
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void EventArmoryCloseArmoryMainUIEnter();
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void EventTestShowWeapon3_NoFetch();
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void EventTestShowWeapon3();
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void EventArmoryOpenArmoryMainUIEnter_NoFetch();
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void EventArmoryOpenArmoryMainUIEnter();
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void EventTestShowWeapon_NoFetch();
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void EventTestShowWeapon();
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void EventClickArmoryFirstMenu_NoFetch();
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void EventClickArmoryFirstMenu();
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void EventTestPutoffEquipment_NoFetch();
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void EventTestPutoffEquipment();
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void UserConstructionScript();
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};
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}
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