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@@ -15,9 +15,21 @@ struct PadHexB0 { char Pad[0xB0]; };
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// using FPredictionKey = PadHex10;
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using FGameplayEventData = PadHexB0;
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using FPredictionKey = __int64;
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// using FGameplayEventData = __int64;
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struct FPredictionKey // todo move
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{
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// __int64 real;
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static UStruct* GetStruct()
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{
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static auto Struct = FindObject<UStruct>("/Script/GameplayAbilities.PredictionKey");
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return Struct;
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}
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static int GetStructSize() { return GetStruct()->GetPropertiesSize(); }
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};
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struct FGameplayEffectContextHandle
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{
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unsigned char UnknownData00[0x18]; // 0x0000(0x0018) MISSED OFFSET
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@@ -72,6 +84,9 @@ public:
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return Subobject;
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}
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void ServerEndAbility(FGameplayAbilitySpecHandle AbilityToEnd, FGameplayAbilityActivationInfo* ActivationInfo, FPredictionKey* PredictionKey);
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void ClientEndAbility(FGameplayAbilitySpecHandle AbilityToEnd, FGameplayAbilityActivationInfo* ActivationInfo);
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void ClientCancelAbility(FGameplayAbilitySpecHandle AbilityToCancel, FGameplayAbilityActivationInfo* ActivationInfo);
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bool HasAbility(UObject* DefaultAbility);
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FActiveGameplayEffectHandle ApplyGameplayEffectToSelf(UClass* GameplayEffectClass, float Level, const FGameplayEffectContextHandle& EffectContext = FGameplayEffectContextHandle());
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// FGameplayEffectContextHandle MakeEffectContext();
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@@ -83,4 +98,6 @@ public:
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void ClearAbility(const FGameplayAbilitySpecHandle& Handle);
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static void InternalServerTryActivateAbilityHook(UAbilitySystemComponent* AbilitySystemComponent, FGameplayAbilitySpecHandle Handle, bool InputPressed, const FPredictionKey* PredictionKey, const FGameplayEventData* TriggerEventData);
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};
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};
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void LoopSpecs(UAbilitySystemComponent* AbilitySystemComponent, std::function<void(FGameplayAbilitySpec*)> func);
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