0x0000CallFunc_GetAnimInstance_ReturnValue = MeshComp.GetAnimInstance();0x002AK2Node_DynamicCast_AsP_Anim = Cast<P_Anim_C>(CallFunc_GetAnimInstance_ReturnValue);0x004EK2Node_DynamicCast_bSuccess = Cast<1>(K2Node_DynamicCast_AsP_Anim);0x006Bif (!(K2Node_DynamicCast_bSuccess)) goto Label_05CE;0x0079CallFunc_BooleanAND_ReturnValue = BooleanAND(JustLeft, JustRight);0x009Fif (!(CallFunc_BooleanAND_ReturnValue)) goto Label_033E;0x00ADCallFunc_MakeLiteralName_ReturnValue = MakeLiteralName(FName(Hand_RSocket));0x00D6CallFunc_MakeLiteralName_ReturnValue_1 = MakeLiteralName(FName(Hand_LSocket));0x00FFTemp_bool_Variable_1 = false;0x010ACallFunc_GetSocketLocation_ReturnValue_1 = MeshComp.GetSocketLocation(Switch(Temp_bool_Variable_1, false => CallFunc_MakeLiteralName_ReturnValue, true => CallFunc_MakeLiteralName_ReturnValue_1, default => K2Node_Select_Default_1));0x0175CallFunc_SpawnSystemAtLocation_ReturnValue_1 = SpawnSystemAtLocation(this, /Game/Blueprints/MainCharacter/P/VFX/HandInteractionDirt_P_NS.HandInteractionDirt_P_NS, CallFunc_GetSocketLocation_ReturnValue_1, FRotator(0, 0, 0), FVector(1, 1, 1), true, true, 0, true);0x01D3CallFunc_MakeLiteralName_ReturnValue = MakeLiteralName(FName(Hand_RSocket));0x01FCCallFunc_MakeLiteralName_ReturnValue_1 = MakeLiteralName(FName(Hand_LSocket));0x0225Temp_bool_Variable = K2Node_DynamicCast_AsP_Anim.Mirror;0x024ECallFunc_GetSocketLocation_ReturnValue = MeshComp.GetSocketLocation(Switch(Temp_bool_Variable, false => CallFunc_MakeLiteralName_ReturnValue_1, true => CallFunc_MakeLiteralName_ReturnValue, default => K2Node_Select_Default));0x02B9CallFunc_SpawnSystemAtLocation_ReturnValue = SpawnSystemAtLocation(this, /Game/Blueprints/MainCharacter/P/VFX/HandInteractionDirt_P_NS.HandInteractionDirt_P_NS, CallFunc_GetSocketLocation_ReturnValue, FRotator(0, 0, 0), FVector(1, 1, 1), true, true, 0, true);0x0317Label_0317:0x0317SpawnSound(MeshComp);0x032EReturnValue = false;0x0339goto Label_05CE;0x033ELabel_033E:0x033Eif (!(JustLeft)) goto Label_0495;0x034CCallFunc_MakeLiteralName_ReturnValue = MakeLiteralName(FName(Hand_RSocket));0x0375CallFunc_MakeLiteralName_ReturnValue_1 = MakeLiteralName(FName(Hand_LSocket));0x039ETemp_bool_Variable = K2Node_DynamicCast_AsP_Anim.Mirror;0x03C7CallFunc_GetSocketLocation_ReturnValue = MeshComp.GetSocketLocation(Switch(Temp_bool_Variable, false => CallFunc_MakeLiteralName_ReturnValue_1, true => CallFunc_MakeLiteralName_ReturnValue, default => K2Node_Select_Default));0x0432CallFunc_SpawnSystemAtLocation_ReturnValue_3 = SpawnSystemAtLocation(this, /Game/Blueprints/MainCharacter/P/VFX/HandInteractionDirt_P_NS.HandInteractionDirt_P_NS, CallFunc_GetSocketLocation_ReturnValue, FRotator(0, 0, 0), FVector(1, 1, 1), true, true, 0, true);0x0490goto Label_0317;0x0495Label_0495:0x0495if (!(JustRight)) goto Label_0317;0x04A3CallFunc_MakeLiteralName_ReturnValue = MakeLiteralName(FName(Hand_RSocket));0x04CCCallFunc_MakeLiteralName_ReturnValue_1 = MakeLiteralName(FName(Hand_LSocket));0x04F5Temp_bool_Variable_1 = false;0x0500CallFunc_GetSocketLocation_ReturnValue_1 = MeshComp.GetSocketLocation(Switch(Temp_bool_Variable_1, false => CallFunc_MakeLiteralName_ReturnValue, true => CallFunc_MakeLiteralName_ReturnValue_1, default => K2Node_Select_Default_1));0x056BCallFunc_SpawnSystemAtLocation_ReturnValue_2 = SpawnSystemAtLocation(this, /Game/Blueprints/MainCharacter/P/VFX/HandInteractionDirt_P_NS.HandInteractionDirt_P_NS, CallFunc_GetSocketLocation_ReturnValue_1, FRotator(0, 0, 0), FVector(1, 1, 1), true, true, 0, true);0x05C9goto Label_0317;0x05CELabel_05CE:0x05CEreturn ReturnValue;