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

66 lines
4.7 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 20:44:48 2025
namespace SDK
{
//---------------------------------------------------------------------------
//Classes
//---------------------------------------------------------------------------
// ScriptBlueprintGeneratedClass bp_season_switch.bp_season_switch_C
// 0x00A4 (0x0374 - 0x02D0)
class Abp_season_switch_C : public ALuaClassObj
{
public:
class UScriptContextComponent* Generated_ScriptContext; // 0x02D0(0x0004) (BlueprintVisible, ZeroConstructor, InstancedReference, IsPlainOldData)
bool BP_SeasonSwitch_AlreadyGet; // 0x02D4(0x0001) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
bool BP_SeasonSwitch_ShowLookBack_Button; // 0x02D5(0x0001) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData00[0x2]; // 0x02D6(0x0002) MISSED OFFSET
int BP_SeasonSwitch_Pre_Index; // 0x02D8(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
int BP_SeasonSwitch_Cur_Index; // 0x02DC(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
struct FString BP_SeasonSwitch_Pre_Level_Info2; // 0x02E0(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
struct FString BP_SeasonSwitch_Pre_Name; // 0x02EC(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
int BP_SeasonSwitch_Pre_LevelMode; // 0x02F8(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
struct FString BP_SeasonSwitch_Pre_Level_Info; // 0x02FC(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
TArray<struct FBP_STRUCT_SeasonSwitch_Medal> BP_ARRAY_SeasonSwitch_Medals_Third_Person; // 0x0308(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
struct FBP_STRUCT_SeasonSwitch_Medal BP_STRUCT_SeasonSwitch_Medal; // 0x0314(0x0014) (Edit, BlueprintVisible)
TArray<struct FBP_STRUCT_SeasonSwitch_Medal> BP_ARRAY_SeasonSwitch_Medals_First_Person; // 0x0328(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
struct FString BP_SeasonSwitch_Cur_Name; // 0x0334(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
int BP_SeasonSwitch_Step6_TipId; // 0x0340(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
TArray<struct FBP_STRUCT_SeasonSwitch_Medal> BP_ARRAY_SeasonSwitch_Medals_Third_Person_Now; // 0x0344(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
int BP_SeasonSwitch_PageHighest; // 0x0350(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
TArray<struct FBP_STRUCT_SeasonSwitch_Medal> BP_ARRAY_SeasonSwitch_Medals_First_Person_Now; // 0x0354(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
int BP_SeasonSwitch_Pre_Level; // 0x0360(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
struct FString BP_SeasonSwitch_Begin_Time; // 0x0364(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
class USceneComponent* DefaultSceneRoot; // 0x0370(0x0004) (BlueprintVisible, ZeroConstructor, IsPlainOldData)
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("ScriptBlueprintGeneratedClass bp_season_switch.bp_season_switch_C");
return pStaticClass;
}
void EventSeasonSwitchStep6Tips_NoFetch();
void EventSeasonSwitchStep6Tips();
void EventSeasonSwitchGetAward_NoFetch();
void EventSeasonSwitchGetAward();
void EventSeasonSwitchHideUI_NoFetch();
void EventSeasonSwitchHideUI();
void EventSeasonSwitchShowAnim_NoFetch();
void EventSeasonSwitchShowAnim();
void EventSeasonSwitchNext_NoFetch();
void EventSeasonSwitchNext();
void UserConstructionScript();
};
}