mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
210 lines
8.0 KiB
C++
210 lines
8.0 KiB
C++
#include "FortGameplayAbility.h"
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#include "Templates/SubclassOf.h"
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void UFortGameplayAbility::TrackGroupedActor(AActor* ActorToTrack, FGameplayTag GroupTag) {
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}
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void UFortGameplayAbility::TrackActor(AActor* ActorToTrack) {
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}
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bool UFortGameplayAbility::SetupPreviewImageOverride_Implementation() {
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return false;
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}
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void UFortGameplayAbility::SetCameraMode(TSubclassOf<UFortCameraMode> CameraModeClass) {
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}
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void UFortGameplayAbility::SetAIFocalPoint(AActor* FocusTarget, FVector FocalPoint, bool bUseAttackingPriority) {
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}
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void UFortGameplayAbility::QueryGameplayEffectContainerTargetExecutionModifiers(FGameplayAbilityTargetDataHandle TargetData, const UFortAbilitySystemComponent* SrcAbilitySystem, FGameplayTag ApplicationTag, int32 GameplayEffectLevel, const UObject* SourceObject, const TArray<FGameplayEffectExecutionScopedModifierInfo>& InScopedMods, TArray<FActiveGameplayEffectHandle> InIgnoreHandles, TArray<FGameplayModifierEvaluatedData>& OutOutputModifiers, bool bTooltipRequest) const {
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}
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void UFortGameplayAbility::OnGenericNotifyFromAnimation_Implementation(FGameplayTag NotifyTag) {
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}
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void UFortGameplayAbility::MakeGameplayEffectContainerSpecs(FGameplayTag ApplicationTag, int32 GameplayEffectLevel, TArray<FFortGameplayEffectContainerSpec>& OutSpecContainers) {
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}
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FFortGameplayEffectContainerSpec UFortGameplayAbility::MakeGameplayEffectContainerSpec(FGameplayTag ApplicationTag, int32 GameplayEffectLevel) {
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return FFortGameplayEffectContainerSpec{};
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}
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void UFortGameplayAbility::K2_AbilityCompleted() {
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}
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bool UFortGameplayAbility::IsTargetOutsideOfMaxYawRotation() const {
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return false;
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}
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TArray<AActor*> UFortGameplayAbility::GetTrackedGroupedActors(FGameplayTag GroupTag) const {
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return TArray<AActor*>();
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}
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TArray<AActor*> UFortGameplayAbility::GetTrackedActors() const {
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return TArray<AActor*>();
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}
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TSubclassOf<UFortTooltip> UFortGameplayAbility::GetTooltip(bool bSummaryTooltip) const {
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return NULL;
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}
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void UFortGameplayAbility::GetProjectileInitialValues(float& outProjectileSpeed, FRotator& outSpawnDirection, float& outProjectileGravity, AActor*& HomingTarget, bool bApplyInaccuracy, bool bApplyClampedMaxYawAngleToFire, bool bApplyLeading) const {
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}
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int32 UFortGameplayAbility::GetOwningPlayerTeamPerkProgressiveActivationLevel() const {
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return 0;
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}
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int32 UFortGameplayAbility::GetMaxNumTrackedActors() const {
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return 0;
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}
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FRotator UFortGameplayAbility::GetFireRotation(bool bApplyLeading, bool bApplyInaccuracy, bool bApplyClampedMaxYawAngleToFire) const {
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return FRotator{};
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}
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FVector UFortGameplayAbility::GetFireLocation() const {
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return FVector{};
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}
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UFortTooltipDisplayStatsList* UFortGameplayAbility::GetDisplayStats() const {
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return NULL;
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}
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AFortWeapon* UFortGameplayAbility::GetCurrentSourceWeapon() const {
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return NULL;
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}
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UFortWorldItemDefinition* UFortGameplayAbility::GetCurrentSourceItemDefinition() const {
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return NULL;
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}
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void UFortGameplayAbility::GetCurrentAbilitySourceLevel(float& OutSourceLevel) const {
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}
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FVector UFortGameplayAbility::GetAimLocationNearestPawn(AFortPawn* Instigator) {
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return FVector{};
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}
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AActor* UFortGameplayAbility::GetAIAbilityTarget() const {
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return NULL;
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}
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AFortPawn* UFortGameplayAbility::GetActivatingPawn() const {
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return NULL;
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}
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UFortAbilitySystemComponent* UFortGameplayAbility::GetActivatingAbilityComponent() const {
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return NULL;
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}
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float UFortGameplayAbility::GetAbilityTargetingLevel_Implementation() const {
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return 0.0f;
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}
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void UFortGameplayAbility::ForceCameraLookDown(APlayerController* PC) {
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}
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void UFortGameplayAbility::EquipVehicleWeapon(UFortWeaponItemDefinition* WeaponDefinition, const int32 SeatIndex, const int32 ItemLevel) {
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}
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void UFortGameplayAbility::EquipAbilityWeapon(UFortWeaponItemDefinition* WeaponDefinition, int32 ItemLevel) {
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}
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bool UFortGameplayAbility::DoesTargetHaveTags(const AActor* Target, const FGameplayTagContainer& Tags) const {
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return false;
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}
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bool UFortGameplayAbility::DoesTargetHaveProhibitedTagsForAI(const AActor* Target) const {
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return false;
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}
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void UFortGameplayAbility::ClearTrackedGroupedActors(FGameplayTag GroupTag, bool bDestroyActors) {
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}
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void UFortGameplayAbility::ClearTrackedActors(bool bDestroyActors) {
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}
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void UFortGameplayAbility::ClearCameraMode() {
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}
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void UFortGameplayAbility::ClearAIFocalPoint(bool bUseAttackingPriority) {
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}
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void UFortGameplayAbility::CalculateProjectileTrajectorySplineWithHit(FHitResult& OutHitResult, TArray<FVector>& OutSplinePoints, TArray<FVector>& OutSplineTangents, const AActor* Instigator, FVector InitialLocation, FVector InitialVelocity, float MaxSpeed, float Gravity, float Friction, float Bounciness, float TimeStep, float TraceExtent, TEnumAsByte<ECollisionChannel> TraceChannel, int32 MaxBounces, int32 MaxSteps, float MaxDistanceBetweenSplinePoints, float InitialDistance) {
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}
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void UFortGameplayAbility::CalculateProjectileTrajectorySpline(TArray<FVector>& OutSplinePoints, TArray<FVector>& OutSplineTangents, const AActor* Instigator, FVector InitialLocation, FVector InitialVelocity, float MaxSpeed, float Gravity, float Friction, float Bounciness, float TimeStep, float TraceExtent, TEnumAsByte<ECollisionChannel> TraceChannel, int32 MaxBounces, int32 MaxSteps, float MaxDistanceBetweenSplinePoints, float InitialDistance) {
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}
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void UFortGameplayAbility::BP_GetGameplayEffectContainers(FGameplayTag ApplicationTag, TArray<FFortGameplayEffectContainer>& OutContainers) {
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}
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FFortGameplayEffectContainer UFortGameplayAbility::BP_GetGameplayEffectContainer(FGameplayTag ApplicationTag) {
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return FFortGameplayEffectContainer{};
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}
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TArray<FActiveGameplayEffectHandle> UFortGameplayAbility::ApplyGameplayEffectContainerWithCSVStats(FGameplayAbilityTargetDataHandle TargetData, FGameplayTag ApplicationTag, int32 GameplayEffectLevel, const FString& StatName) {
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return TArray<FActiveGameplayEffectHandle>();
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}
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TArray<FActiveGameplayEffectHandle> UFortGameplayAbility::ApplyGameplayEffectContainer(FGameplayAbilityTargetDataHandle TargetData, FGameplayTag ApplicationTag, int32 GameplayEffectLevel) {
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return TArray<FActiveGameplayEffectHandle>();
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}
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FVector UFortGameplayAbility::ApplyAccuracyToTargetLocation(const FVector& SourceLocation, const FVector& TargetLocation, float inDesiredThrowAngle) const {
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return FVector{};
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}
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void UFortGameplayAbility::AddDynamicGameplayEffectContainer(FGameplayTag& ApplicationTag, FFortGameplayEffectContainer& Container) {
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}
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UFortGameplayAbility::UFortGameplayAbility() {
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this->ActivationType = EFortGameplayAbilityActivation::Active;
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this->ProjectileClass = NULL;
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this->bShowWidgetForCosts = true;
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this->bApplyingCostsEnabled = true;
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this->bStartWithCooldown = false;
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this->bPersistOnDeath = true;
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this->bIgnoreClientActivationAttempts = false;
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this->bStopsAIBehaviorLogic = false;
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this->bStopsAIMovement = false;
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this->bStopsRVOAvoidance = false;
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this->bForceNormalAILOD = false;
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this->MinimumRequiredAILODLevel = EFortAILODLevel::Invalid;
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this->bRelevantForAIDespawning = true;
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this->bUseAIFireLocationAndRotation = false;
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this->AIWeaponUsage = EFortAIWeaponUsage::NoWeaponUsage;
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this->bVerifyFireOffsetIsNotObstructedByWorldGeometry = false;
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this->bCanHitBallisticTestsOnlyTestIndesructiblesWhileFalling = true;
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this->ActivationNoiseRange = 1000.00f;
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this->ImpactNoiseRange = 1000.00f;
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this->ActivationNoiseLoudness = -1.00f;
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this->ImpactNoiseLoudness = -1.00f;
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this->bLeadPawnTargets = false;
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this->DesiredThrowAngle = 0.00f;
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this->MaxYawAngleToFire = 0.00f;
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this->bClampMaxYawAngleToFire = false;
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this->bUseTargetActorLocation = false;
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this->InitialAccuracyMax = 0.00f;
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this->InitialAccuracyMin = 0.00f;
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this->TargetAccuracyMax = 0.00f;
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this->TargetAccuracyMin = 0.00f;
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this->MinAccuracyDistance = 0.00f;
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this->MaxAccuracyDistance = 0.00f;
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this->AccuracyDistanceMultiplier = 0.00f;
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this->NumUsesToReachTargetAccuracy = 0;
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this->UseCount = 0;
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this->AbilityWeapon = NULL;
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this->SmallPreviewImageOverride = NULL;
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this->Tooltip = NULL;
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this->StatList = NULL;
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this->CurrentAbilityCameraModeClass = NULL;
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}
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