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

716 lines
18 KiB
C++
Executable File

//PUBGM(0.13.5)32位SDK
//作者:清华
//Telegram:@qinghuanb666
//生成时间:Fri Apr 18 20:44:43 2025
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------
//Functions
//---------------------------------------------------------------------------
// Function bp_armory.bp_armory_C.EventclickSkinShortHandItem_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventclickSkinShortHandItem_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventclickSkinShortHandItem_NoFetch");
Abp_armory_C_EventclickSkinShortHandItem_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventclickSkinShortHandItem
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventclickSkinShortHandItem()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventclickSkinShortHandItem");
Abp_armory_C_EventclickSkinShortHandItem_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventTestPutonEquipment_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventTestPutonEquipment_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventTestPutonEquipment_NoFetch");
Abp_armory_C_EventTestPutonEquipment_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventTestPutonEquipment
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventTestPutonEquipment()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventTestPutonEquipment");
Abp_armory_C_EventTestPutonEquipment_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventclickArmoryShorHandMenu_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventclickArmoryShorHandMenu_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventclickArmoryShorHandMenu_NoFetch");
Abp_armory_C_EventclickArmoryShorHandMenu_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventclickArmoryShorHandMenu
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventclickArmoryShorHandMenu()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventclickArmoryShorHandMenu");
Abp_armory_C_EventclickArmoryShorHandMenu_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventclickSkinShortHandMenu_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventclickSkinShortHandMenu_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventclickSkinShortHandMenu_NoFetch");
Abp_armory_C_EventclickSkinShortHandMenu_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventclickSkinShortHandMenu
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventclickSkinShortHandMenu()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventclickSkinShortHandMenu");
Abp_armory_C_EventclickSkinShortHandMenu_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventclickArmoryShortHandItem_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventclickArmoryShortHandItem_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventclickArmoryShortHandItem_NoFetch");
Abp_armory_C_EventclickArmoryShortHandItem_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventclickArmoryShortHandItem
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventclickArmoryShortHandItem()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventclickArmoryShortHandItem");
Abp_armory_C_EventclickArmoryShortHandItem_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventclickClearAllEquipment_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventclickClearAllEquipment_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventclickClearAllEquipment_NoFetch");
Abp_armory_C_EventclickClearAllEquipment_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventclickClearAllEquipment
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventclickClearAllEquipment()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventclickClearAllEquipment");
Abp_armory_C_EventclickClearAllEquipment_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventclickArmoryBuySkin_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventclickArmoryBuySkin_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventclickArmoryBuySkin_NoFetch");
Abp_armory_C_EventclickArmoryBuySkin_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventclickArmoryBuySkin
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventclickArmoryBuySkin()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventclickArmoryBuySkin");
Abp_armory_C_EventclickArmoryBuySkin_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventArmoryCloseArmoryMainUI_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventArmoryCloseArmoryMainUI_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventArmoryCloseArmoryMainUI_NoFetch");
Abp_armory_C_EventArmoryCloseArmoryMainUI_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventArmoryCloseArmoryMainUI
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventArmoryCloseArmoryMainUI()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventArmoryCloseArmoryMainUI");
Abp_armory_C_EventArmoryCloseArmoryMainUI_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventArmoryOnRecharge_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventArmoryOnRecharge_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventArmoryOnRecharge_NoFetch");
Abp_armory_C_EventArmoryOnRecharge_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventArmoryOnRecharge
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventArmoryOnRecharge()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventArmoryOnRecharge");
Abp_armory_C_EventArmoryOnRecharge_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventTestShowWeapon2_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventTestShowWeapon2_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventTestShowWeapon2_NoFetch");
Abp_armory_C_EventTestShowWeapon2_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventTestShowWeapon2
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventTestShowWeapon2()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventTestShowWeapon2");
Abp_armory_C_EventTestShowWeapon2_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventClickArmorySecMenu_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventClickArmorySecMenu_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventClickArmorySecMenu_NoFetch");
Abp_armory_C_EventClickArmorySecMenu_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventClickArmorySecMenu
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventClickArmorySecMenu()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventClickArmorySecMenu");
Abp_armory_C_EventClickArmorySecMenu_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventArmoryCloseArmoryMainUIEnter_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventArmoryCloseArmoryMainUIEnter_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventArmoryCloseArmoryMainUIEnter_NoFetch");
Abp_armory_C_EventArmoryCloseArmoryMainUIEnter_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventArmoryCloseArmoryMainUIEnter
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventArmoryCloseArmoryMainUIEnter()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventArmoryCloseArmoryMainUIEnter");
Abp_armory_C_EventArmoryCloseArmoryMainUIEnter_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventTestShowWeapon3_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventTestShowWeapon3_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventTestShowWeapon3_NoFetch");
Abp_armory_C_EventTestShowWeapon3_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventTestShowWeapon3
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventTestShowWeapon3()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventTestShowWeapon3");
Abp_armory_C_EventTestShowWeapon3_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventArmoryOpenArmoryMainUIEnter_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventArmoryOpenArmoryMainUIEnter_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventArmoryOpenArmoryMainUIEnter_NoFetch");
Abp_armory_C_EventArmoryOpenArmoryMainUIEnter_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventArmoryOpenArmoryMainUIEnter
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventArmoryOpenArmoryMainUIEnter()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventArmoryOpenArmoryMainUIEnter");
Abp_armory_C_EventArmoryOpenArmoryMainUIEnter_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventTestShowWeapon_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventTestShowWeapon_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventTestShowWeapon_NoFetch");
Abp_armory_C_EventTestShowWeapon_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventTestShowWeapon
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventTestShowWeapon()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventTestShowWeapon");
Abp_armory_C_EventTestShowWeapon_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventClickArmoryFirstMenu_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventClickArmoryFirstMenu_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventClickArmoryFirstMenu_NoFetch");
Abp_armory_C_EventClickArmoryFirstMenu_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventClickArmoryFirstMenu
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventClickArmoryFirstMenu()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventClickArmoryFirstMenu");
Abp_armory_C_EventClickArmoryFirstMenu_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventTestPutoffEquipment_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventTestPutoffEquipment_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventTestPutoffEquipment_NoFetch");
Abp_armory_C_EventTestPutoffEquipment_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.EventTestPutoffEquipment
// (BlueprintCallable, BlueprintEvent)
void Abp_armory_C::EventTestPutoffEquipment()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.EventTestPutoffEquipment");
Abp_armory_C_EventTestPutoffEquipment_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_armory.bp_armory_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)
void Abp_armory_C::UserConstructionScript()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_armory.bp_armory_C.UserConstructionScript");
Abp_armory_C_UserConstructionScript_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
}