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