//PUBGM(0.13.5)32位SDK //作者:清华 //Telegram:@qinghuanb666 //生成时间:Fri Apr 18 20:44:52 2025 #include "../SDK.hpp" namespace SDK { //--------------------------------------------------------------------------- //Functions //--------------------------------------------------------------------------- // Function PlayerPrefs.PlayerPrefs_C.FetchServerKey // (Public, HasOutParms, BlueprintCallable, BlueprintEvent) // Parameters: // struct FString RetServerKey (Parm, OutParm, ZeroConstructor) void UPlayerPrefs_C::FetchServerKey(struct FString* RetServerKey) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function PlayerPrefs.PlayerPrefs_C.FetchServerKey"); UPlayerPrefs_C_FetchServerKey_Params params; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; if (RetServerKey != nullptr) *RetServerKey = params.RetServerKey; } // Function PlayerPrefs.PlayerPrefs_C.UpdateServerKey // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // struct FString ServerKey (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor) void UPlayerPrefs_C::UpdateServerKey(const struct FString& ServerKey) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function PlayerPrefs.PlayerPrefs_C.UpdateServerKey"); UPlayerPrefs_C_UpdateServerKey_Params params; params.ServerKey = ServerKey; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function PlayerPrefs.PlayerPrefs_C.SetLastCorpsWarInviteTime // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // int Time (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) void UPlayerPrefs_C::SetLastCorpsWarInviteTime(int Time) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function PlayerPrefs.PlayerPrefs_C.SetLastCorpsWarInviteTime"); UPlayerPrefs_C_SetLastCorpsWarInviteTime_Params params; params.Time = Time; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function PlayerPrefs.PlayerPrefs_C.SetXGCreatePlayerTime // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // struct FString timeData (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor) void UPlayerPrefs_C::SetXGCreatePlayerTime(const struct FString& timeData) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function PlayerPrefs.PlayerPrefs_C.SetXGCreatePlayerTime"); UPlayerPrefs_C_SetXGCreatePlayerTime_Params params; params.timeData = timeData; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function PlayerPrefs.PlayerPrefs_C.SetSeasonSwitch // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // struct FString Data (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor) void UPlayerPrefs_C::SetSeasonSwitch(const struct FString& Data) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function PlayerPrefs.PlayerPrefs_C.SetSeasonSwitch"); UPlayerPrefs_C_SetSeasonSwitch_Params params; params.Data = Data; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function PlayerPrefs.PlayerPrefs_C.SetMatchTagGuideFlag // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool hasGuide (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) void UPlayerPrefs_C::SetMatchTagGuideFlag(bool hasGuide) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function PlayerPrefs.PlayerPrefs_C.SetMatchTagGuideFlag"); UPlayerPrefs_C_SetMatchTagGuideFlag_Params params; params.hasGuide = hasGuide; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function PlayerPrefs.PlayerPrefs_C.SetWXYouxiquanRedPoint // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // int IsRed (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) void UPlayerPrefs_C::SetWXYouxiquanRedPoint(int IsRed) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function PlayerPrefs.PlayerPrefs_C.SetWXYouxiquanRedPoint"); UPlayerPrefs_C_SetWXYouxiquanRedPoint_Params params; params.IsRed = IsRed; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function PlayerPrefs.PlayerPrefs_C.SetCorpsShopRedPoint // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // int coprsLevel (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) void UPlayerPrefs_C::SetCorpsShopRedPoint(int coprsLevel) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function PlayerPrefs.PlayerPrefs_C.SetCorpsShopRedPoint"); UPlayerPrefs_C_SetCorpsShopRedPoint_Params params; params.coprsLevel = coprsLevel; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function PlayerPrefs.PlayerPrefs_C.HasCloseLocation // (Public, HasOutParms, BlueprintCallable, BlueprintEvent) // Parameters: // struct FString UID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor) // bool Has (Parm, OutParm, ZeroConstructor, IsPlainOldData) void UPlayerPrefs_C::HasCloseLocation(const struct FString& UID, bool* Has) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function PlayerPrefs.PlayerPrefs_C.HasCloseLocation"); UPlayerPrefs_C_HasCloseLocation_Params params; params.UID = UID; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; if (Has != nullptr) *Has = params.Has; } // Function PlayerPrefs.PlayerPrefs_C.SetCloseLocation // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // bool CloseLocation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) // struct FString UID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor) void UPlayerPrefs_C::SetCloseLocation(bool CloseLocation, const struct FString& UID) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function PlayerPrefs.PlayerPrefs_C.SetCloseLocation"); UPlayerPrefs_C_SetCloseLocation_Params params; params.CloseLocation = CloseLocation; params.UID = UID; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function PlayerPrefs.PlayerPrefs_C.HasNearByNewTips // (Public, HasOutParms, BlueprintCallable, BlueprintEvent) // Parameters: // struct FString UID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor) // bool Has (Parm, OutParm, ZeroConstructor, IsPlainOldData) void UPlayerPrefs_C::HasNearByNewTips(const struct FString& UID, bool* Has) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function PlayerPrefs.PlayerPrefs_C.HasNearByNewTips"); UPlayerPrefs_C_HasNearByNewTips_Params params; params.UID = UID; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; if (Has != nullptr) *Has = params.Has; } // Function PlayerPrefs.PlayerPrefs_C.SetNearByNewTipsRead // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // struct FString UID (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor) void UPlayerPrefs_C::SetNearByNewTipsRead(const struct FString& UID) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function PlayerPrefs.PlayerPrefs_C.SetNearByNewTipsRead"); UPlayerPrefs_C_SetNearByNewTipsRead_Params params; params.UID = UID; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function PlayerPrefs.PlayerPrefs_C.SetYXXYRedPoint // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // int IsRed (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) void UPlayerPrefs_C::SetYXXYRedPoint(int IsRed) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function PlayerPrefs.PlayerPrefs_C.SetYXXYRedPoint"); UPlayerPrefs_C_SetYXXYRedPoint_Params params; params.IsRed = IsRed; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function PlayerPrefs.PlayerPrefs_C.SetFirstInLobby // (Public, BlueprintCallable, BlueprintEvent) void UPlayerPrefs_C::SetFirstInLobby() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function PlayerPrefs.PlayerPrefs_C.SetFirstInLobby"); UPlayerPrefs_C_SetFirstInLobby_Params params; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function PlayerPrefs.PlayerPrefs_C.SetTime // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // int arg (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) void UPlayerPrefs_C::SetTime(int arg) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function PlayerPrefs.PlayerPrefs_C.SetTime"); UPlayerPrefs_C_SetTime_Params params; params.arg = arg; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function PlayerPrefs.PlayerPrefs_C.ClearCount // (Public, BlueprintCallable, BlueprintEvent) void UPlayerPrefs_C::ClearCount() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function PlayerPrefs.PlayerPrefs_C.ClearCount"); UPlayerPrefs_C_ClearCount_Params params; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function PlayerPrefs.PlayerPrefs_C.SetCount // (Public, BlueprintCallable, BlueprintEvent) // Parameters: // int Count (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData) void UPlayerPrefs_C::SetCount(int Count) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function PlayerPrefs.PlayerPrefs_C.SetCount"); UPlayerPrefs_C_SetCount_Params params; params.Count = Count; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; } // Function PlayerPrefs.PlayerPrefs_C.LoadData // (Public, HasOutParms, BlueprintCallable, BlueprintEvent) // Parameters: // class USaveGame* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData) class USaveGame* UPlayerPrefs_C::LoadData() { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function PlayerPrefs.PlayerPrefs_C.LoadData"); UPlayerPrefs_C_LoadData_Params params; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; return params.ReturnValue; } // Function PlayerPrefs.PlayerPrefs_C.SaveData // (Public, HasOutParms, BlueprintCallable, BlueprintEvent) // Parameters: // bool SaveDataState (Parm, OutParm, ZeroConstructor, IsPlainOldData) void UPlayerPrefs_C::SaveData(bool* SaveDataState) { static UFunction *pFunc = 0; if (!pFunc) pFunc = UObject::FindObject("Function PlayerPrefs.PlayerPrefs_C.SaveData"); UPlayerPrefs_C_SaveData_Params params; auto flags = pFunc->FunctionFlags; UObject *currentObj = (UObject *) this; currentObj->ProcessEvent(pFunc, ¶ms); pFunc->FunctionFlags = flags; if (SaveDataState != nullptr) *SaveDataState = params.SaveDataState; } }