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abilties
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@@ -11,8 +11,11 @@ struct PadHexB0 { char Pad[0xB0]; };
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// using FPredictionKey = PadHex18;
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// using FGameplayEventData = PadHexA8;
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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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// using FGameplayEventData = __int64;
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class UAbilitySystemComponent : public UObject
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{
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@@ -32,7 +35,10 @@ public:
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FGameplayAbilitySpecHandle GiveAbilityEasy(UClass* AbilityClass);
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FGameplayAbilitySpec* FindAbilitySpecFromHandle(FGameplayAbilitySpecHandle Handle);
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static void ServerTryActivateAbilityHook(UAbilitySystemComponent* AbilitySystemComponent, FGameplayAbilitySpecHandle Handle, bool InputPressed, FPredictionKey PredictionKey);
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static void ServerTryActivateAbilityWithEventDataHook(UAbilitySystemComponent* AbilitySystemComponent, FGameplayAbilitySpecHandle Handle, bool InputPressed, FPredictionKey PredictionKey, FGameplayEventData TriggerEventData);
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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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};
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