#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 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(); }; }