408 lines
18 KiB
C++
Executable File
408 lines
18 KiB
C++
Executable File
//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 20:44:51 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 GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.ClientDropItem
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// (Static, Public, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class ASTExtraPlayerController* Controller (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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// struct FItemDefineID itemDefine (BlueprintVisible, BlueprintReadOnly, Parm)
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// int Count (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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// EBattleItemDropReason Reason (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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void UGlobalBattleUIFunctionLibrary_C::ClientDropItem(class ASTExtraPlayerController* Controller, const struct FItemDefineID& itemDefine, int Count, EBattleItemDropReason Reason, class UObject* __WorldContext)
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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 GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.ClientDropItem");
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UGlobalBattleUIFunctionLibrary_C_ClientDropItem_Params params;
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params.Controller = Controller;
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params.itemDefine = itemDefine;
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params.Count = Count;
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params.Reason = Reason;
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params.__WorldContext = __WorldContext;
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auto flags = pFunc->FunctionFlags;
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static auto defaultObj = StaticClass()->GetDefaultObject();
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defaultObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.AddPostfixBattle
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// (Static, Public, HasOutParms, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// struct FString iconPath (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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// struct FString Result (Parm, OutParm, ZeroConstructor)
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void UGlobalBattleUIFunctionLibrary_C::AddPostfixBattle(const struct FString& iconPath, class UObject* __WorldContext, struct FString* Result)
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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 GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.AddPostfixBattle");
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UGlobalBattleUIFunctionLibrary_C_AddPostfixBattle_Params params;
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params.iconPath = iconPath;
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params.__WorldContext = __WorldContext;
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auto flags = pFunc->FunctionFlags;
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static auto defaultObj = StaticClass()->GetDefaultObject();
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defaultObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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if (Result != nullptr)
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*Result = params.Result;
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}
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// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.SetCorpsRankLevelBattle
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// (Static, Public, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UImage* iconImage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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// class UTextBlock* levelText (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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// int levelId (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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// int Style (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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void UGlobalBattleUIFunctionLibrary_C::SetCorpsRankLevelBattle(class UImage* iconImage, class UTextBlock* levelText, int levelId, int Style, class UObject* __WorldContext)
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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 GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.SetCorpsRankLevelBattle");
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UGlobalBattleUIFunctionLibrary_C_SetCorpsRankLevelBattle_Params params;
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params.iconImage = iconImage;
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params.levelText = levelText;
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params.levelId = levelId;
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params.Style = Style;
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params.__WorldContext = __WorldContext;
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auto flags = pFunc->FunctionFlags;
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static auto defaultObj = StaticClass()->GetDefaultObject();
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defaultObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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}
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// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.LoadDownloadUIElemLayoutSG
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// (Static, Public, HasOutParms, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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// bool IsExist (Parm, OutParm, ZeroConstructor, IsPlainOldData)
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// class UBP_SAVEGAME_UIElemLayout_C* SaveGameList (Parm, OutParm, ZeroConstructor, IsPlainOldData)
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void UGlobalBattleUIFunctionLibrary_C::LoadDownloadUIElemLayoutSG(class UObject* __WorldContext, bool* IsExist, class UBP_SAVEGAME_UIElemLayout_C** SaveGameList)
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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 GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.LoadDownloadUIElemLayoutSG");
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UGlobalBattleUIFunctionLibrary_C_LoadDownloadUIElemLayoutSG_Params params;
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params.__WorldContext = __WorldContext;
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auto flags = pFunc->FunctionFlags;
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static auto defaultObj = StaticClass()->GetDefaultObject();
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defaultObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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if (IsExist != nullptr)
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*IsExist = params.IsExist;
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if (SaveGameList != nullptr)
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*SaveGameList = params.SaveGameList;
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}
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// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.LoadAllUIElemLayoutSG
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// (Static, Public, HasOutParms, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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// TArray<class UBP_SAVEGAME_UIElemLayout_C*> SaveGameList (Parm, OutParm, ZeroConstructor)
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void UGlobalBattleUIFunctionLibrary_C::LoadAllUIElemLayoutSG(class UObject* __WorldContext, TArray<class UBP_SAVEGAME_UIElemLayout_C*>* SaveGameList)
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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 GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.LoadAllUIElemLayoutSG");
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UGlobalBattleUIFunctionLibrary_C_LoadAllUIElemLayoutSG_Params params;
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params.__WorldContext = __WorldContext;
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auto flags = pFunc->FunctionFlags;
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static auto defaultObj = StaticClass()->GetDefaultObject();
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defaultObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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if (SaveGameList != nullptr)
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*SaveGameList = params.SaveGameList;
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}
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// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetRushTriggerLengthByType
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// (Static, Public, HasOutParms, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UBP_SAVEGAME_UIElemLayout_C* SaveGameObj (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
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// int LayoutIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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// float RushTriggerLength (Parm, OutParm, ZeroConstructor, IsPlainOldData)
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void UGlobalBattleUIFunctionLibrary_C::GetRushTriggerLengthByType(int LayoutIndex, class UObject* __WorldContext, class UBP_SAVEGAME_UIElemLayout_C** SaveGameObj, float* RushTriggerLength)
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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 GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetRushTriggerLengthByType");
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UGlobalBattleUIFunctionLibrary_C_GetRushTriggerLengthByType_Params params;
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params.LayoutIndex = LayoutIndex;
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params.__WorldContext = __WorldContext;
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auto flags = pFunc->FunctionFlags;
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static auto defaultObj = StaticClass()->GetDefaultObject();
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defaultObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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if (SaveGameObj != nullptr)
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*SaveGameObj = params.SaveGameObj;
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if (RushTriggerLength != nullptr)
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*RushTriggerLength = params.RushTriggerLength;
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}
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// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetLayoutDetailByType
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// (Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UBP_SAVEGAME_UIElemLayout_C* SaveGameObj (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
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// int LayoutIndex (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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// TEnumAsByte<EBP_UIENUM_UIElemTypes> ElemKey (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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// struct FBP_STRUCT_UIElemLayoutDetail LayoutDetail (Parm, OutParm)
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// bool IsFound (Parm, OutParm, ZeroConstructor, IsPlainOldData)
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void UGlobalBattleUIFunctionLibrary_C::GetLayoutDetailByType(int LayoutIndex, TEnumAsByte<EBP_UIENUM_UIElemTypes> ElemKey, class UObject* __WorldContext, class UBP_SAVEGAME_UIElemLayout_C** SaveGameObj, struct FBP_STRUCT_UIElemLayoutDetail* LayoutDetail, bool* IsFound)
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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 GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetLayoutDetailByType");
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UGlobalBattleUIFunctionLibrary_C_GetLayoutDetailByType_Params params;
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params.LayoutIndex = LayoutIndex;
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params.ElemKey = ElemKey;
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params.__WorldContext = __WorldContext;
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auto flags = pFunc->FunctionFlags;
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static auto defaultObj = StaticClass()->GetDefaultObject();
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defaultObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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if (SaveGameObj != nullptr)
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*SaveGameObj = params.SaveGameObj;
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if (LayoutDetail != nullptr)
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*LayoutDetail = params.LayoutDetail;
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if (IsFound != nullptr)
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*IsFound = params.IsFound;
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}
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// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.IsWidgetVisible
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// (Static, Public, HasOutParms, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UWidget* Widget (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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// bool Visible (Parm, OutParm, ZeroConstructor, IsPlainOldData)
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void UGlobalBattleUIFunctionLibrary_C::IsWidgetVisible(class UWidget* Widget, class UObject* __WorldContext, bool* Visible)
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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 GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.IsWidgetVisible");
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UGlobalBattleUIFunctionLibrary_C_IsWidgetVisible_Params params;
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params.Widget = Widget;
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params.__WorldContext = __WorldContext;
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auto flags = pFunc->FunctionFlags;
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static auto defaultObj = StaticClass()->GetDefaultObject();
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defaultObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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if (Visible != nullptr)
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*Visible = params.Visible;
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}
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// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetTimeByInt
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// (Static, Public, HasOutParms, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// int Second (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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// struct FString Time (Parm, OutParm, ZeroConstructor)
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void UGlobalBattleUIFunctionLibrary_C::GetTimeByInt(int Second, class UObject* __WorldContext, struct FString* Time)
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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 GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetTimeByInt");
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UGlobalBattleUIFunctionLibrary_C_GetTimeByInt_Params params;
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params.Second = Second;
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params.__WorldContext = __WorldContext;
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auto flags = pFunc->FunctionFlags;
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static auto defaultObj = StaticClass()->GetDefaultObject();
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defaultObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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if (Time != nullptr)
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*Time = params.Time;
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}
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// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.CreateUAEUserWidget
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// (Static, Public, HasOutParms, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UClass* Class (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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// class UUAEUserWidget* Parent (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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// class UUAEUserWidget* Widget (Parm, OutParm, ZeroConstructor, IsPlainOldData)
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void UGlobalBattleUIFunctionLibrary_C::CreateUAEUserWidget(class UClass* Class, class UUAEUserWidget* Parent, class UObject* __WorldContext, class UUAEUserWidget** Widget)
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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 GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.CreateUAEUserWidget");
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UGlobalBattleUIFunctionLibrary_C_CreateUAEUserWidget_Params params;
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params.Class = Class;
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params.Parent = Parent;
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params.__WorldContext = __WorldContext;
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auto flags = pFunc->FunctionFlags;
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static auto defaultObj = StaticClass()->GetDefaultObject();
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defaultObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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if (Widget != nullptr)
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*Widget = params.Widget;
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}
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// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetLocalizeText
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// (Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintEvent, BlueprintPure)
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// Parameters:
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// struct FString Key (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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// struct FString Text (Parm, OutParm, ZeroConstructor)
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void UGlobalBattleUIFunctionLibrary_C::GetLocalizeText(const struct FString& Key, class UObject* __WorldContext, struct FString* Text)
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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 GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.GetLocalizeText");
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UGlobalBattleUIFunctionLibrary_C_GetLocalizeText_Params params;
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params.Key = Key;
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params.__WorldContext = __WorldContext;
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auto flags = pFunc->FunctionFlags;
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static auto defaultObj = StaticClass()->GetDefaultObject();
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defaultObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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if (Text != nullptr)
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*Text = params.Text;
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}
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// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.SaveUIElemLayoutSG
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// (Static, Public, HasOutParms, HasDefaults, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class USaveGame* SaveGameObject (BlueprintVisible, BlueprintReadOnly, Parm, OutParm, ZeroConstructor, ReferenceParm, IsPlainOldData)
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData)
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bool UGlobalBattleUIFunctionLibrary_C::SaveUIElemLayoutSG(class UObject* __WorldContext, class USaveGame** SaveGameObject)
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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 GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.SaveUIElemLayoutSG");
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UGlobalBattleUIFunctionLibrary_C_SaveUIElemLayoutSG_Params params;
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params.__WorldContext = __WorldContext;
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auto flags = pFunc->FunctionFlags;
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static auto defaultObj = StaticClass()->GetDefaultObject();
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defaultObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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if (SaveGameObject != nullptr)
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*SaveGameObject = params.SaveGameObject;
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return params.ReturnValue;
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}
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// Function GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.LoadUIElemLayoutSG
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// (Static, Public, HasOutParms, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData)
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// class UBP_SAVEGAME_UIElemLayout_C* UIElemSaveGame (Parm, OutParm, ZeroConstructor, IsPlainOldData)
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void UGlobalBattleUIFunctionLibrary_C::LoadUIElemLayoutSG(class UObject* __WorldContext, class UBP_SAVEGAME_UIElemLayout_C** UIElemSaveGame)
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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 GlobalBattleUIFunctionLibrary.GlobalBattleUIFunctionLibrary_C.LoadUIElemLayoutSG");
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UGlobalBattleUIFunctionLibrary_C_LoadUIElemLayoutSG_Params params;
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params.__WorldContext = __WorldContext;
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auto flags = pFunc->FunctionFlags;
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static auto defaultObj = StaticClass()->GetDefaultObject();
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defaultObj->ProcessEvent(pFunc, ¶ms);
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pFunc->FunctionFlags = flags;
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if (UIElemSaveGame != nullptr)
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*UIElemSaveGame = params.UIElemSaveGame;
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}
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}
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