Files
PMDT/structures/data/SDK/PUBGM_bp_armory_classes.hpp
2026-05-03 13:32:50 +08:00

94 lines
6.2 KiB
C++
Executable File

#pragma once
//PUBGM(0.13.5)32位SDK
//作者:清华
//Telegram:@qinghuanb666
//生成时间:Fri Apr 18 20:44:43 2025
namespace SDK
{
//---------------------------------------------------------------------------
//Classes
//---------------------------------------------------------------------------
// ScriptBlueprintGeneratedClass bp_armory.bp_armory_C
// 0x0214 (0x04E4 - 0x02D0)
class Abp_armory_C : public ALuaClassObj
{
public:
class UScriptContextComponent* Generated_ScriptContext; // 0x02D0(0x0004) (BlueprintVisible, ZeroConstructor, InstancedReference, IsPlainOldData)
struct FBP_STRUCT_ShortHand BP_STRUCT_ShortHand; // 0x02D4(0x0030) (Edit, BlueprintVisible)
int BP_Current_WeaponType; // 0x0304(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
int BP_Current_WeaponID; // 0x0308(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
int BP_Current_ShortHandType; // 0x030C(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
struct FString BP_Armory_Market_Ticket; // 0x0310(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
struct FBP_STRUCT_WeaponSkinInfo BP_STRUCT_WeaponSkinInfo; // 0x031C(0x0070) (Edit, BlueprintVisible)
int BP_Last_SelectSkinID; // 0x038C(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
TArray<struct FBP_STRUCT_ShortHand_Menu> BP_ARRAY_ShortHand_MenuData; // 0x0390(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
struct FString BP_Armory_Market_Diamond; // 0x039C(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
int BP_Current_SelectSkinID; // 0x03A8(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
TArray<struct FBP_STRUCT_ShortHand> BP_ARRAY_ShortHandData; // 0x03AC(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
struct FBP_STRUCT_ShortHand_Menu BP_STRUCT_ShortHand_Menu; // 0x03B8(0x0018) (Edit, BlueprintVisible)
TArray<struct FBP_STRUCT_WeaponSkinInfo> BP_ARRAY_WeaponSkinData; // 0x03D0(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
int BP_Armory_Isopen; // 0x03DC(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
struct FBP_STRUCT_WeaponAttr BP_STRUCT_WeaponAttr; // 0x03E0(0x002C) (Edit, BlueprintVisible)
TArray<struct FBP_STRUCT_Weapon_FirstMenu> BP_ARRAY_Weapon_FirstMenuData; // 0x040C(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
TArray<struct FBP_STRUCT_Weapon_SecMenu> BP_ARRAY_Weapon_SecMenuData; // 0x0418(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
struct FBP_STRUCT_Weapon_FirstMenu BP_STRUCT_Weapon_FirstMenu; // 0x0424(0x0024) (Edit, BlueprintVisible)
TArray<struct FBP_STRUCT_ShortHand> BP_ARRAY_CurrentShortHandEquip; // 0x0448(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
struct FBP_STRUCT_WeaponDetailInfo BP_STRUCT_WeaponDetailInfo; // 0x0454(0x0044) (Edit, BlueprintVisible)
int BP_Current_ShortHandID; // 0x0498(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
struct FBP_STRUCT_Weapon_SecMenu BP_STRUCT_Weapon_SecMenu; // 0x049C(0x0038) (Edit, BlueprintVisible)
TArray<struct FBP_STRUCT_WeaponAttr> BP_ARRAY_WeaponAttrData; // 0x04D4(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
class USceneComponent* DefaultSceneRoot; // 0x04E0(0x0004) (BlueprintVisible, ZeroConstructor, IsPlainOldData)
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("ScriptBlueprintGeneratedClass bp_armory.bp_armory_C");
return pStaticClass;
}
void EventclickSkinShortHandItem_NoFetch();
void EventclickSkinShortHandItem();
void EventTestPutonEquipment_NoFetch();
void EventTestPutonEquipment();
void EventclickArmoryShorHandMenu_NoFetch();
void EventclickArmoryShorHandMenu();
void EventclickSkinShortHandMenu_NoFetch();
void EventclickSkinShortHandMenu();
void EventclickArmoryShortHandItem_NoFetch();
void EventclickArmoryShortHandItem();
void EventclickClearAllEquipment_NoFetch();
void EventclickClearAllEquipment();
void EventclickArmoryBuySkin_NoFetch();
void EventclickArmoryBuySkin();
void EventArmoryCloseArmoryMainUI_NoFetch();
void EventArmoryCloseArmoryMainUI();
void EventArmoryOnRecharge_NoFetch();
void EventArmoryOnRecharge();
void EventTestShowWeapon2_NoFetch();
void EventTestShowWeapon2();
void EventClickArmorySecMenu_NoFetch();
void EventClickArmorySecMenu();
void EventArmoryCloseArmoryMainUIEnter_NoFetch();
void EventArmoryCloseArmoryMainUIEnter();
void EventTestShowWeapon3_NoFetch();
void EventTestShowWeapon3();
void EventArmoryOpenArmoryMainUIEnter_NoFetch();
void EventArmoryOpenArmoryMainUIEnter();
void EventTestShowWeapon_NoFetch();
void EventTestShowWeapon();
void EventClickArmoryFirstMenu_NoFetch();
void EventClickArmoryFirstMenu();
void EventTestPutoffEquipment_NoFetch();
void EventTestPutoffEquipment();
void UserConstructionScript();
};
}