Files
pubg/SDK/PUBGM_PlayerPrefs_functions.cpp
2026-05-02 14:30:03 +08:00

462 lines
13 KiB
C++
Executable File

//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<UFunction>("Function PlayerPrefs.PlayerPrefs_C.FetchServerKey");
UPlayerPrefs_C_FetchServerKey_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("Function PlayerPrefs.PlayerPrefs_C.UpdateServerKey");
UPlayerPrefs_C_UpdateServerKey_Params params;
params.ServerKey = ServerKey;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("Function PlayerPrefs.PlayerPrefs_C.SetLastCorpsWarInviteTime");
UPlayerPrefs_C_SetLastCorpsWarInviteTime_Params params;
params.Time = Time;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("Function PlayerPrefs.PlayerPrefs_C.SetXGCreatePlayerTime");
UPlayerPrefs_C_SetXGCreatePlayerTime_Params params;
params.timeData = timeData;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("Function PlayerPrefs.PlayerPrefs_C.SetSeasonSwitch");
UPlayerPrefs_C_SetSeasonSwitch_Params params;
params.Data = Data;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("Function PlayerPrefs.PlayerPrefs_C.SetMatchTagGuideFlag");
UPlayerPrefs_C_SetMatchTagGuideFlag_Params params;
params.hasGuide = hasGuide;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("Function PlayerPrefs.PlayerPrefs_C.SetWXYouxiquanRedPoint");
UPlayerPrefs_C_SetWXYouxiquanRedPoint_Params params;
params.IsRed = IsRed;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("Function PlayerPrefs.PlayerPrefs_C.SetCorpsShopRedPoint");
UPlayerPrefs_C_SetCorpsShopRedPoint_Params params;
params.coprsLevel = coprsLevel;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("Function PlayerPrefs.PlayerPrefs_C.HasCloseLocation");
UPlayerPrefs_C_HasCloseLocation_Params params;
params.UID = UID;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("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, &params);
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<UFunction>("Function PlayerPrefs.PlayerPrefs_C.HasNearByNewTips");
UPlayerPrefs_C_HasNearByNewTips_Params params;
params.UID = UID;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("Function PlayerPrefs.PlayerPrefs_C.SetNearByNewTipsRead");
UPlayerPrefs_C_SetNearByNewTipsRead_Params params;
params.UID = UID;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("Function PlayerPrefs.PlayerPrefs_C.SetYXXYRedPoint");
UPlayerPrefs_C_SetYXXYRedPoint_Params params;
params.IsRed = IsRed;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function PlayerPrefs.PlayerPrefs_C.SetFirstInLobby
// (Public, BlueprintCallable, BlueprintEvent)
void UPlayerPrefs_C::SetFirstInLobby()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function PlayerPrefs.PlayerPrefs_C.SetFirstInLobby");
UPlayerPrefs_C_SetFirstInLobby_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("Function PlayerPrefs.PlayerPrefs_C.SetTime");
UPlayerPrefs_C_SetTime_Params params;
params.arg = arg;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function PlayerPrefs.PlayerPrefs_C.ClearCount
// (Public, BlueprintCallable, BlueprintEvent)
void UPlayerPrefs_C::ClearCount()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function PlayerPrefs.PlayerPrefs_C.ClearCount");
UPlayerPrefs_C_ClearCount_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("Function PlayerPrefs.PlayerPrefs_C.SetCount");
UPlayerPrefs_C_SetCount_Params params;
params.Count = Count;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("Function PlayerPrefs.PlayerPrefs_C.LoadData");
UPlayerPrefs_C_LoadData_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
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<UFunction>("Function PlayerPrefs.PlayerPrefs_C.SaveData");
UPlayerPrefs_C_SaveData_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
if (SaveDataState != nullptr)
*SaveDataState = params.SaveDataState;
}
}