mirror of
https://github.com/ApfelTeeSaft/Alphanium.git
synced 2026-08-27 03:33:27 +00:00
241 lines
9.6 KiB
C++
241 lines
9.6 KiB
C++
#pragma once
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/*
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* SDK generated by Dumper-7
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*
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* https://github.com/Encryqed/Dumper-7
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*/
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// Package: GameplayTasks
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#include "Basic.hpp"
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#include "GameplayTasks_classes.hpp"
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#include "GameplayTasks_parameters.hpp"
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#pragma pack(push, 0x4)
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namespace SDK
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{
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// Function GameplayTasks.GameplayTask.EndTask
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// (Final, Native, Public, BlueprintCallable)
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void UGameplayTask::EndTask()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("GameplayTask", "EndTask");
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, nullptr);
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Func->FunctionFlags = Flgs;
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}
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// Function GameplayTasks.GameplayTask.ReadyForActivation
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// (Final, Native, Public, BlueprintCallable)
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void UGameplayTask::ReadyForActivation()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("GameplayTask", "ReadyForActivation");
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, nullptr);
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Func->FunctionFlags = Flgs;
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}
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// Function GameplayTasks.GameplayTask_SpawnActor.SpawnActor
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// (Final, Native, Static, Public, HasDefaults, BlueprintCallable)
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// Parameters:
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// TScriptInterface<class IGameplayTaskOwnerInterface>TaskOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, UObjectWrapper, NativeAccessSpecifierPublic)
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// const struct FVector& SpawnLocation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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// const struct FRotator& SpawnRotation (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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// TSubclassOf<class AActor> Class_0 (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// bool bSpawnOnlyOnAuthority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, NativeAccessSpecifierPublic)
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// class UGameplayTask_SpawnActor* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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class UGameplayTask_SpawnActor* UGameplayTask_SpawnActor::SpawnActor(TScriptInterface<class IGameplayTaskOwnerInterface> TaskOwner, const struct FVector& SpawnLocation, const struct FRotator& SpawnRotation, TSubclassOf<class AActor> Class_0, bool bSpawnOnlyOnAuthority)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = StaticClass()->GetFunction("GameplayTask_SpawnActor", "SpawnActor");
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Params::GameplayTask_SpawnActor_SpawnActor Parms{};
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Parms.TaskOwner = TaskOwner;
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Parms.SpawnLocation = std::move(SpawnLocation);
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Parms.SpawnRotation = std::move(SpawnRotation);
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Parms.Class_0 = Class_0;
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Parms.bSpawnOnlyOnAuthority = bSpawnOnlyOnAuthority;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function GameplayTasks.GameplayTask_SpawnActor.BeginSpawningActor
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// (Native, Public, HasOutParams, BlueprintCallable)
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// Parameters:
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// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class AActor** SpawnedActor (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// bool ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, NativeAccessSpecifierPublic)
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bool UGameplayTask_SpawnActor::BeginSpawningActor(class UObject* WorldContextObject, class AActor** SpawnedActor)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("GameplayTask_SpawnActor", "BeginSpawningActor");
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Params::GameplayTask_SpawnActor_BeginSpawningActor Parms{};
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Parms.WorldContextObject = WorldContextObject;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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if (SpawnedActor != nullptr)
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*SpawnedActor = Parms.SpawnedActor;
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return Parms.ReturnValue;
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}
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// Function GameplayTasks.GameplayTask_SpawnActor.FinishSpawningActor
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// (Native, Public, BlueprintCallable)
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// Parameters:
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// class UObject* WorldContextObject (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class AActor* SpawnedActor (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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void UGameplayTask_SpawnActor::FinishSpawningActor(class UObject* WorldContextObject, class AActor* SpawnedActor)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("GameplayTask_SpawnActor", "FinishSpawningActor");
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Params::GameplayTask_SpawnActor_FinishSpawningActor Parms{};
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Parms.WorldContextObject = WorldContextObject;
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Parms.SpawnedActor = SpawnedActor;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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}
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// Function GameplayTasks.GameplayTasksComponent.K2_RunGameplayTask
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// (Final, Native, Static, Public, BlueprintCallable)
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// Parameters:
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// TScriptInterface<class IGameplayTaskOwnerInterface>TaskOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, UObjectWrapper, NativeAccessSpecifierPublic)
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// class UGameplayTask* Task (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// uint8 Priority (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// const TArray<TSubclassOf<class UGameplayTaskResource>>&AdditionalRequiredResources (Parm, ZeroConstructor, AdvancedDisplay, UObjectWrapper, NativeAccessSpecifierPublic)
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// const TArray<TSubclassOf<class UGameplayTaskResource>>&AdditionalClaimedResources (Parm, ZeroConstructor, AdvancedDisplay, UObjectWrapper, NativeAccessSpecifierPublic)
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// EGameplayTaskRunResult ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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EGameplayTaskRunResult UGameplayTasksComponent::K2_RunGameplayTask(TScriptInterface<class IGameplayTaskOwnerInterface> TaskOwner, class UGameplayTask* Task, uint8 Priority, const TArray<TSubclassOf<class UGameplayTaskResource>>& AdditionalRequiredResources, const TArray<TSubclassOf<class UGameplayTaskResource>>& AdditionalClaimedResources)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = StaticClass()->GetFunction("GameplayTasksComponent", "K2_RunGameplayTask");
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Params::GameplayTasksComponent_K2_RunGameplayTask Parms{};
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Parms.TaskOwner = TaskOwner;
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Parms.Task = Task;
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Parms.Priority = Priority;
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Parms.AdditionalRequiredResources = std::move(AdditionalRequiredResources);
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Parms.AdditionalClaimedResources = std::move(AdditionalClaimedResources);
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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// Function GameplayTasks.GameplayTasksComponent.OnRep_SimulatedTasks
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// (Final, Native, Public)
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void UGameplayTasksComponent::OnRep_SimulatedTasks()
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = Class->GetFunction("GameplayTasksComponent", "OnRep_SimulatedTasks");
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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UObject::ProcessEvent(Func, nullptr);
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Func->FunctionFlags = Flgs;
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}
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// Function GameplayTasks.GameplayTask_WaitDelay.TaskWaitDelay
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// (Final, Native, Static, Public, BlueprintCallable)
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// Parameters:
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// TScriptInterface<class IGameplayTaskOwnerInterface>TaskOwner (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, AdvancedDisplay, UObjectWrapper, NativeAccessSpecifierPublic)
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// float Time (Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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// class UGameplayTask_WaitDelay* ReturnValue (Parm, OutParm, ZeroConstructor, ReturnParm, IsPlainOldData, NoDestructor, HasGetValueTypeHash, NativeAccessSpecifierPublic)
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class UGameplayTask_WaitDelay* UGameplayTask_WaitDelay::TaskWaitDelay(TScriptInterface<class IGameplayTaskOwnerInterface> TaskOwner, float Time)
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{
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static class UFunction* Func = nullptr;
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if (Func == nullptr)
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Func = StaticClass()->GetFunction("GameplayTask_WaitDelay", "TaskWaitDelay");
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Params::GameplayTask_WaitDelay_TaskWaitDelay Parms{};
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Parms.TaskOwner = TaskOwner;
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Parms.Time = Time;
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auto Flgs = Func->FunctionFlags;
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Func->FunctionFlags |= 0x400;
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GetDefaultObj()->ProcessEvent(Func, &Parms);
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Func->FunctionFlags = Flgs;
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return Parms.ReturnValue;
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}
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}
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#pragma pack(pop)
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