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

276 lines
7.3 KiB
C++
Executable File

//PUBGM(0.13.5)32位SDK
//作者:清华
//Telegram:@qinghuanb666
//生成时间:Fri Apr 18 20:44:46 2025
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------
//Functions
//---------------------------------------------------------------------------
// Function bp_market_gun.bp_market_gun_C.EventMarketGunUIEquipWeapon_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_market_gun_C::EventMarketGunUIEquipWeapon_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_market_gun.bp_market_gun_C.EventMarketGunUIEquipWeapon_NoFetch");
Abp_market_gun_C_EventMarketGunUIEquipWeapon_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_market_gun.bp_market_gun_C.EventMarketGunUIEquipWeapon
// (BlueprintCallable, BlueprintEvent)
void Abp_market_gun_C::EventMarketGunUIEquipWeapon()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_market_gun.bp_market_gun_C.EventMarketGunUIEquipWeapon");
Abp_market_gun_C_EventMarketGunUIEquipWeapon_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_market_gun.bp_market_gun_C.EventMarketGunDetailUIRelease_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_market_gun_C::EventMarketGunDetailUIRelease_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_market_gun.bp_market_gun_C.EventMarketGunDetailUIRelease_NoFetch");
Abp_market_gun_C_EventMarketGunDetailUIRelease_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_market_gun.bp_market_gun_C.EventMarketGunDetailUIRelease
// (BlueprintCallable, BlueprintEvent)
void Abp_market_gun_C::EventMarketGunDetailUIRelease()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_market_gun.bp_market_gun_C.EventMarketGunDetailUIRelease");
Abp_market_gun_C_EventMarketGunDetailUIRelease_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_market_gun.bp_market_gun_C.EventMarketGunUISelectGun_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_market_gun_C::EventMarketGunUISelectGun_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_market_gun.bp_market_gun_C.EventMarketGunUISelectGun_NoFetch");
Abp_market_gun_C_EventMarketGunUISelectGun_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_market_gun.bp_market_gun_C.EventMarketGunUISelectGun
// (BlueprintCallable, BlueprintEvent)
void Abp_market_gun_C::EventMarketGunUISelectGun()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_market_gun.bp_market_gun_C.EventMarketGunUISelectGun");
Abp_market_gun_C_EventMarketGunUISelectGun_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_market_gun.bp_market_gun_C.EventMarketGunUISelect_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_market_gun_C::EventMarketGunUISelect_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_market_gun.bp_market_gun_C.EventMarketGunUISelect_NoFetch");
Abp_market_gun_C_EventMarketGunUISelect_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_market_gun.bp_market_gun_C.EventMarketGunUISelect
// (BlueprintCallable, BlueprintEvent)
void Abp_market_gun_C::EventMarketGunUISelect()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_market_gun.bp_market_gun_C.EventMarketGunUISelect");
Abp_market_gun_C_EventMarketGunUISelect_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_market_gun.bp_market_gun_C.EventMarketGunUIUnEquipWeapon_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_market_gun_C::EventMarketGunUIUnEquipWeapon_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_market_gun.bp_market_gun_C.EventMarketGunUIUnEquipWeapon_NoFetch");
Abp_market_gun_C_EventMarketGunUIUnEquipWeapon_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_market_gun.bp_market_gun_C.EventMarketGunUIUnEquipWeapon
// (BlueprintCallable, BlueprintEvent)
void Abp_market_gun_C::EventMarketGunUIUnEquipWeapon()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_market_gun.bp_market_gun_C.EventMarketGunUIUnEquipWeapon");
Abp_market_gun_C_EventMarketGunUIUnEquipWeapon_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_market_gun.bp_market_gun_C.EventMarketGunUIBuy_NoFetch
// (BlueprintCallable, BlueprintEvent)
void Abp_market_gun_C::EventMarketGunUIBuy_NoFetch()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_market_gun.bp_market_gun_C.EventMarketGunUIBuy_NoFetch");
Abp_market_gun_C_EventMarketGunUIBuy_NoFetch_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_market_gun.bp_market_gun_C.EventMarketGunUIBuy
// (BlueprintCallable, BlueprintEvent)
void Abp_market_gun_C::EventMarketGunUIBuy()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_market_gun.bp_market_gun_C.EventMarketGunUIBuy");
Abp_market_gun_C_EventMarketGunUIBuy_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
// Function bp_market_gun.bp_market_gun_C.UserConstructionScript
// (Event, Public, BlueprintCallable, BlueprintEvent)
void Abp_market_gun_C::UserConstructionScript()
{
static UFunction *pFunc = 0;
if (!pFunc)
pFunc = UObject::FindObject<UFunction>("Function bp_market_gun.bp_market_gun_C.UserConstructionScript");
Abp_market_gun_C_UserConstructionScript_Params params;
auto flags = pFunc->FunctionFlags;
UObject *currentObj = (UObject *) this;
currentObj->ProcessEvent(pFunc, &params);
pFunc->FunctionFlags = flags;
}
}