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https://github.com/Milxnor/Project-Reboot-3.0.git
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a lot
change how abilities work ("more" proper), readded vehicle spawning to s8-s12, fixed respawning on >s4, added a count check to looting so it can't drop 0 count, added zipline jumping, guarantee pawn spawn, clear inventory on aircraft
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@@ -35,10 +35,5 @@ public:
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FGameplayAbilitySpecHandle GiveAbilityEasy(UClass* AbilityClass);
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FGameplayAbilitySpec* FindAbilitySpecFromHandle(FGameplayAbilitySpecHandle Handle);
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static void ServerTryActivateAbilityHook1(UAbilitySystemComponent* AbilitySystemComponent, FGameplayAbilitySpecHandle Handle, bool InputPressed, PadHex10 PredictionKey);
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static void ServerTryActivateAbilityHook2(UAbilitySystemComponent* AbilitySystemComponent, FGameplayAbilitySpecHandle Handle, bool InputPressed, PadHex18 PredictionKey);
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static void ServerTryActivateAbilityWithEventDataHook1(UAbilitySystemComponent* AbilitySystemComponent, FGameplayAbilitySpecHandle Handle, bool InputPressed, PadHex10 PredictionKey, FGameplayEventData TriggerEventData);
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static void ServerTryActivateAbilityWithEventDataHook2(UAbilitySystemComponent* AbilitySystemComponent, FGameplayAbilitySpecHandle Handle, bool InputPressed, PadHex18 PredictionKey, FGameplayEventData TriggerEventData);
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static void ServerAbilityRPCBatchHook(UAbilitySystemComponent* AbilitySystemComponent, __int64 BatchInfo);
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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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