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gcdsfh145
2026-05-02 14:30:03 +08:00
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commit 8bff0040f2
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#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_weapon_model_handler.bp_weapon_model_handler_C
// 0x0028 (0x02F8 - 0x02D0)
class Abp_weapon_model_handler_C : public ALuaClassObj
{
public:
class UScriptContextComponent* Generated_ScriptContext; // 0x02D0(0x0004) (BlueprintVisible, ZeroConstructor, InstancedReference, IsPlainOldData)
int BP_Armory_Cur_Show_Weapon_Resid; // 0x02D4(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
TArray<int> BP_Array_Armory_PutOnEquipment_Resid_List; // 0x02D8(0x000C) (Edit, BlueprintVisible, ZeroConstructor)
bool BP_Armory_Cur_Show_Weapon_Need_ResetRotation; // 0x02E4(0x0001) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
bool BP_Armory_Cur_Show_Weapon_Skin; // 0x02E5(0x0001) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
unsigned char UnknownData00[0x2]; // 0x02E6(0x0002) MISSED OFFSET
int VSS_Item_Id; // 0x02E8(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
int VSS_Sight_Item_Id; // 0x02EC(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
int BP_Armory_Cur_Equipment_Resid; // 0x02F0(0x0004) (Edit, BlueprintVisible, ZeroConstructor, IsPlainOldData)
class USceneComponent* DefaultSceneRoot; // 0x02F4(0x0004) (BlueprintVisible, ZeroConstructor, IsPlainOldData)
static UClass* StaticClass()
{
static UClass *pStaticClass = 0;
if (!pStaticClass)
pStaticClass = UObject::FindClass("ScriptBlueprintGeneratedClass bp_weapon_model_handler.bp_weapon_model_handler_C");
return pStaticClass;
}
void UserConstructionScript();
};
}