#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 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 BP_ARRAY_ShortHandData; // 0x03AC(0x000C) (Edit, BlueprintVisible, ZeroConstructor) struct FBP_STRUCT_ShortHand_Menu BP_STRUCT_ShortHand_Menu; // 0x03B8(0x0018) (Edit, BlueprintVisible) TArray 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 BP_ARRAY_Weapon_FirstMenuData; // 0x040C(0x000C) (Edit, BlueprintVisible, ZeroConstructor) TArray BP_ARRAY_Weapon_SecMenuData; // 0x0418(0x000C) (Edit, BlueprintVisible, ZeroConstructor) struct FBP_STRUCT_Weapon_FirstMenu BP_STRUCT_Weapon_FirstMenu; // 0x0424(0x0024) (Edit, BlueprintVisible) TArray 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 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(); }; }