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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 20:44:48 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_season_switch.bp_season_switch_C
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// 0x00A4 (0x0374 - 0x02D0)
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class Abp_season_switch_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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bool BP_SeasonSwitch_AlreadyGet; // 0x02D4(0x0001) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
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bool BP_SeasonSwitch_ShowLookBack_Button; // 0x02D5(0x0001) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
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unsigned char UnknownData00[0x2]; // 0x02D6(0x0002) MISSED OFFSET
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int BP_SeasonSwitch_Pre_Index; // 0x02D8(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
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int BP_SeasonSwitch_Cur_Index; // 0x02DC(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
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struct FString BP_SeasonSwitch_Pre_Level_Info2; // 0x02E0(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
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struct FString BP_SeasonSwitch_Pre_Name; // 0x02EC(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
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int BP_SeasonSwitch_Pre_LevelMode; // 0x02F8(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
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struct FString BP_SeasonSwitch_Pre_Level_Info; // 0x02FC(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
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TArray<struct FBP_STRUCT_SeasonSwitch_Medal> BP_ARRAY_SeasonSwitch_Medals_Third_Person; // 0x0308(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
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struct FBP_STRUCT_SeasonSwitch_Medal BP_STRUCT_SeasonSwitch_Medal; // 0x0314(0x0014) (Edit, BlueprintVisible)
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TArray<struct FBP_STRUCT_SeasonSwitch_Medal> BP_ARRAY_SeasonSwitch_Medals_First_Person; // 0x0328(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
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struct FString BP_SeasonSwitch_Cur_Name; // 0x0334(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
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int BP_SeasonSwitch_Step6_TipId; // 0x0340(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
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TArray<struct FBP_STRUCT_SeasonSwitch_Medal> BP_ARRAY_SeasonSwitch_Medals_Third_Person_Now; // 0x0344(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
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int BP_SeasonSwitch_PageHighest; // 0x0350(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
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TArray<struct FBP_STRUCT_SeasonSwitch_Medal> BP_ARRAY_SeasonSwitch_Medals_First_Person_Now; // 0x0354(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
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int BP_SeasonSwitch_Pre_Level; // 0x0360(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
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struct FString BP_SeasonSwitch_Begin_Time; // 0x0364(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
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class USceneComponent* DefaultSceneRoot; // 0x0370(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_season_switch.bp_season_switch_C");
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return pStaticClass;
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}
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void EventSeasonSwitchStep6Tips_NoFetch();
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void EventSeasonSwitchStep6Tips();
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void EventSeasonSwitchGetAward_NoFetch();
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void EventSeasonSwitchGetAward();
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void EventSeasonSwitchHideUI_NoFetch();
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void EventSeasonSwitchHideUI();
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void EventSeasonSwitchShowAnim_NoFetch();
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void EventSeasonSwitchShowAnim();
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void EventSeasonSwitchNext_NoFetch();
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void EventSeasonSwitchNext();
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void UserConstructionScript();
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};
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}
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