void AnnihilationCall()Script2 statements · 3 bytes of bytecode | Public | | 0x00 |
void SliceHandle()Script2 statements · 3 bytes of bytecode | Public | | 0x00 |
void SawParryCastBack(ASawProjectile_C* Saw, AActor* Owner)Script2 statements · 3 bytes of bytecode | Public | | 0x10 |
void SawHitBack(ASawProjectile_C* Saw, const FVector& HitLocation)Script2 statements · 3 bytes of bytecode | Public | | 0x20 |
void SpecialAttachCondition(AMainChar_C* P, AActor* Actor, USceneComponent* Component)Script2 statements · 3 bytes of bytecode | Public | | 0x18 |
void HitResults(AMainChar_C* P, AActor* Actor, const FVector& Location, const FVector& Direction)Script2 statements · 3 bytes of bytecode | Public | | 0x40 |