mirror of
https://github.com/DumbDev69420/EscapeTheBackrooms_Internal.git
synced 2025-06-30 18:42:25 +08:00
203 lines
10 KiB
C++
203 lines
10 KiB
C++
#pragma once
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// Dumped with Dumper-7!
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#include "../SDK.hpp"
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namespace SDK
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{
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//---------------------------------------------------------------------------------------------------------------------
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// FUNCTIONS
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//---------------------------------------------------------------------------------------------------------------------
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// BlueprintGeneratedClass BP_FL_GameSettings.BP_FL_GameSettings_C
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// (None)
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class UClass* UBP_FL_GameSettings_C::StaticClass()
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{
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static class UClass* Clss = nullptr;
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if (!Clss)
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Clss = UObject::FindClassFast("BP_FL_GameSettings_C");
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return Clss;
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}
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// BP_FL_GameSettings_C BP_FL_GameSettings.Default__BP_FL_GameSettings_C
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// (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted)
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class UBP_FL_GameSettings_C* UBP_FL_GameSettings_C::GetDefaultObj()
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{
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static class UBP_FL_GameSettings_C* Default = nullptr;
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if (!Default)
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Default = static_cast<UBP_FL_GameSettings_C*>(UBP_FL_GameSettings_C::StaticClass()->DefaultObject);
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return Default;
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}
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// Function BP_FL_GameSettings.BP_FL_GameSettings_C.LoadSettings
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// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UBP_SG_GameSettings_C* SaveGame (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class FString GameSettings_SlotName (Edit, BlueprintVisible, ZeroConstructor, HasGetValueTypeHash)
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// class UBP_SG_GameSettings_C* CallFunc_CreateSaveGameObject_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class USaveGame* CallFunc_LoadGameFromSlot_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_SaveGameToSlot_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
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// class UBP_SG_GameSettings_C* K2Node_DynamicCast_AsBP_SG_Game_Settings (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor)
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// bool CallFunc_DoesSaveGameExist_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
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void UBP_FL_GameSettings_C::LoadSettings(class UObject* __WorldContext, class UBP_SG_GameSettings_C** SaveGame, const class FString& GameSettings_SlotName, class UBP_SG_GameSettings_C* CallFunc_CreateSaveGameObject_ReturnValue, class USaveGame* CallFunc_LoadGameFromSlot_ReturnValue, bool CallFunc_SaveGameToSlot_ReturnValue, class UBP_SG_GameSettings_C* K2Node_DynamicCast_AsBP_SG_Game_Settings, bool K2Node_DynamicCast_bSuccess, bool CallFunc_DoesSaveGameExist_ReturnValue)
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{
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static class UFunction* Func = nullptr;
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if (!Func)
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Func = Class->GetFunction("BP_FL_GameSettings_C", "LoadSettings");
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Params::UBP_FL_GameSettings_C_LoadSettings_Params Parms{};
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Parms.__WorldContext = __WorldContext;
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Parms.GameSettings_SlotName = GameSettings_SlotName;
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Parms.CallFunc_CreateSaveGameObject_ReturnValue = CallFunc_CreateSaveGameObject_ReturnValue;
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Parms.CallFunc_LoadGameFromSlot_ReturnValue = CallFunc_LoadGameFromSlot_ReturnValue;
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Parms.CallFunc_SaveGameToSlot_ReturnValue = CallFunc_SaveGameToSlot_ReturnValue;
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Parms.K2Node_DynamicCast_AsBP_SG_Game_Settings = K2Node_DynamicCast_AsBP_SG_Game_Settings;
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Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess;
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Parms.CallFunc_DoesSaveGameExist_ReturnValue = CallFunc_DoesSaveGameExist_ReturnValue;
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UObject::ProcessEvent(Func, &Parms);
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if (SaveGame != nullptr)
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*SaveGame = Parms.SaveGame;
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}
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// Function BP_FL_GameSettings.BP_FL_GameSettings_C.SetHasSeenVHS
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// (Static, Public, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class UBP_SG_GameSettings_C* CallFunc_LoadSettings_SaveGame (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CallFunc_SaveGameToSlot_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor)
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void UBP_FL_GameSettings_C::SetHasSeenVHS(class UObject* __WorldContext, class UBP_SG_GameSettings_C* CallFunc_LoadSettings_SaveGame, bool CallFunc_SaveGameToSlot_ReturnValue)
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{
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static class UFunction* Func = nullptr;
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if (!Func)
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Func = Class->GetFunction("BP_FL_GameSettings_C", "SetHasSeenVHS");
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Params::UBP_FL_GameSettings_C_SetHasSeenVHS_Params Parms{};
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Parms.__WorldContext = __WorldContext;
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Parms.CallFunc_LoadSettings_SaveGame = CallFunc_LoadSettings_SaveGame;
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Parms.CallFunc_SaveGameToSlot_ReturnValue = CallFunc_SaveGameToSlot_ReturnValue;
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UObject::ProcessEvent(Func, &Parms);
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}
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// Function BP_FL_GameSettings.BP_FL_GameSettings_C.Load_ControlSettings
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// (Static, Public, HasOutParams, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// float Sensitivity (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool InvertMouse (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// enum class E_CameraSetting CameraSetting (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool ShowBody (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// bool UsingPushToTalk (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// int32 FOV (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool SmoothRotation (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// bool HideGore (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// float Gamma (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// bool CameraShake (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// bool ShowEventContent (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor)
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// class UBP_SG_GameSettings_C* CallFunc_LoadSettings_SaveGame (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// float CallFunc_FClamp_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UBP_FL_GameSettings_C::Load_ControlSettings(class UObject* __WorldContext, float* Sensitivity, bool* InvertMouse, enum class E_CameraSetting* CameraSetting, bool* ShowBody, bool* UsingPushToTalk, int32* FOV, bool* SmoothRotation, bool* HideGore, float* Gamma, bool* CameraShake, bool* ShowEventContent, class UBP_SG_GameSettings_C* CallFunc_LoadSettings_SaveGame, float CallFunc_FClamp_ReturnValue)
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{
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static class UFunction* Func = nullptr;
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if (!Func)
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Func = Class->GetFunction("BP_FL_GameSettings_C", "Load_ControlSettings");
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Params::UBP_FL_GameSettings_C_Load_ControlSettings_Params Parms{};
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Parms.__WorldContext = __WorldContext;
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Parms.CallFunc_LoadSettings_SaveGame = CallFunc_LoadSettings_SaveGame;
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Parms.CallFunc_FClamp_ReturnValue = CallFunc_FClamp_ReturnValue;
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UObject::ProcessEvent(Func, &Parms);
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if (Sensitivity != nullptr)
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*Sensitivity = Parms.Sensitivity;
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if (InvertMouse != nullptr)
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*InvertMouse = Parms.InvertMouse;
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if (CameraSetting != nullptr)
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*CameraSetting = Parms.CameraSetting;
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if (ShowBody != nullptr)
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*ShowBody = Parms.ShowBody;
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if (UsingPushToTalk != nullptr)
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*UsingPushToTalk = Parms.UsingPushToTalk;
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if (FOV != nullptr)
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*FOV = Parms.FOV;
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if (SmoothRotation != nullptr)
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*SmoothRotation = Parms.SmoothRotation;
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if (HideGore != nullptr)
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*HideGore = Parms.HideGore;
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if (Gamma != nullptr)
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*Gamma = Parms.Gamma;
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if (CameraShake != nullptr)
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*CameraShake = Parms.CameraShake;
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if (ShowEventContent != nullptr)
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*ShowEventContent = Parms.ShowEventContent;
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}
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// Function BP_FL_GameSettings.BP_FL_GameSettings_C.Set_AudioSettings
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// (Static, Public, BlueprintCallable, BlueprintEvent)
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// Parameters:
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// class UObject* __WorldContext (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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// class FString GameSettings_SlotName (Edit, BlueprintVisible, ZeroConstructor, HasGetValueTypeHash)
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// class UBP_SG_GameSettings_C* CallFunc_LoadSettings_SaveGame (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
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void UBP_FL_GameSettings_C::Set_AudioSettings(class UObject* __WorldContext, const class FString& GameSettings_SlotName, class UBP_SG_GameSettings_C* CallFunc_LoadSettings_SaveGame)
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{
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static class UFunction* Func = nullptr;
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if (!Func)
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Func = Class->GetFunction("BP_FL_GameSettings_C", "Set_AudioSettings");
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Params::UBP_FL_GameSettings_C_Set_AudioSettings_Params Parms{};
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Parms.__WorldContext = __WorldContext;
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Parms.GameSettings_SlotName = GameSettings_SlotName;
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Parms.CallFunc_LoadSettings_SaveGame = CallFunc_LoadSettings_SaveGame;
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UObject::ProcessEvent(Func, &Parms);
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}
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}
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