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<feat: New project structure>
<feat: New release>
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22
dependencies/reboot/Project Reboot 3.0/FortGadgetItemDefinition.cpp
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dependencies/reboot/Project Reboot 3.0/FortGadgetItemDefinition.cpp
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#include "FortGadgetItemDefinition.h"
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#include "FortAbilitySet.h"
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#include "SoftObjectPath.h"
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#include "FortPlayerStateAthena.h"
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#include "addresses.h"
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#include "FortPlayerPawnAthena.h"
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#include "FortPlayerControllerAthena.h"
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void UFortGadgetItemDefinition::UnequipGadgetData(AFortPlayerController* PlayerController, UFortItem* Item)
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{
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static auto FortInventoryOwnerInterfaceClass = FindObject<UClass>("/Script/FortniteGame.FortInventoryOwnerInterface");
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__int64 (*RemoveGadgetDataOriginal)(UFortGadgetItemDefinition* a1, __int64 a2, UFortItem* a3) = decltype(RemoveGadgetDataOriginal)(Addresses::RemoveGadgetData);
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RemoveGadgetDataOriginal(this, __int64(PlayerController->GetInterfaceAddress(FortInventoryOwnerInterfaceClass)), Item);
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if (auto CosmeticLoadoutPC = PlayerController->GetCosmeticLoadout())
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{
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if (auto CharacterToApply = CosmeticLoadoutPC->GetCharacter())
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{
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ApplyCID(Cast<AFortPlayerPawn>(PlayerController->GetMyFortPawn()), CharacterToApply); // idk why no automatic
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}
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}
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}
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