void GetCarryTransform (FTransform & Transform ) Script3 statements · 102 bytes of bytecode 0x0000 Transform = FTransform(...);0x0063 return;Public 0x1448c50 0x60 void ShouldHideInteractPrompt (const bool & Result ) Script3 statements · 14 bytes of bytecode 0x0000 Result = false;0x000B return;Public 0x1448c50 0x01 void GetInteractionComponent (const UPrimitiveComponent * & InteractionComponent ) Script3 statements · 22 bytes of bytecode 0x0000 InteractionComponent = InteractCollision;0x0013 return;Public 0x1448c50 0x08 void GetInteractionPrompt (const E_InteractionTypes & InputPrompt ) Script3 statements · 23 bytes of bytecode 0x0000 InputPrompt = 5;0x0014 return;Public 0x1448c50 0x01 void IsInteractionAllowed (const bool & Allowed ) Script4 statements · 45 bytes of bytecode 0x0000 CanShowWidget(CallFunc_CanShowWidget_CanShowWidget);0x0017 Allowed = CallFunc_CanShowWidget_CanShowWidget;0x002A return;Public 0x1448c50 0x01 void IsInteractableOnShoot (const bool & IsInteractableOnShoot ) Script3 statements · 14 bytes of bytecode 0x0000 IsInteractableOnShoot = false;0x000B return;Public 0x1448c50 0x01 void GetHighlightComponent (const USC_Highlight_C * & Highlight Component ) Script3 statements · 14 bytes of bytecode 0x0000 Highlight Component = nullptr;0x000B return;Public 0x1448c50 0x08 void OpenLock (bool IsLeft ) Script4 statements · 130 bytes of bytecode 0x0000 Temp_bool_Variable = IsLeft;0x0013 Switch(Temp_bool_Variable, false => LockRight, true => LockLeft, default => K2Node_Select_Default).SkeletalMeshComponent.PlayAnimation(/Game/Art/Assets/Meshes/CM/Chair/ChainLock/ANIM_ChairUnlocks.ANIM_ChairUnlocks, false);0x007F return;Public 0x1448c50 0x01 void CloseLock (bool IsLeft ) Script4 statements · 130 bytes of bytecode 0x0000 Temp_bool_Variable = IsLeft;0x0013 Switch(Temp_bool_Variable, false => LockRight, true => LockLeft, default => K2Node_Select_Default).SkeletalMeshComponent.PlayAnimation(/Game/Art/Assets/Meshes/CM/Chair/ChainLock/ANIM_ChairLocks.ANIM_ChairLocks, false);0x007F return;Public 0x1448c50 0x01 void DestroyLocks () Script4 statements · 75 bytes of bytecode 0x0000 LockLeft.K2_DestroyActor();0x0024 LockRight.K2_DestroyActor();0x0048 return;Public 0x1448c50 0x00 void SpawnLocks () Script22 statements · 885 bytes of bytecode 0x0000 PushFlow(Label_0372);0x0005 PushFlow(Label_01BE);0x000A CallFunc_MakeTransform_ReturnValue = MakeTransform(FVector(-37, 30, 56), FRotator(0, 90, 0), FVector(1, 1, 1));0x0071 CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue = BeginDeferredActorSpawnFromClass(this, /Script/Engine.SkeletalMeshActor, CallFunc_MakeTransform_ReturnValue, 0, nullptr, 1);0x009D CallFunc_MakeTransform_ReturnValue = MakeTransform(FVector(-37, 30, 56), FRotator(0, 90, 0), FVector(1, 1, 1));0x0104 CallFunc_FinishSpawningActor_ReturnValue = FinishSpawningActor(CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue, CallFunc_MakeTransform_ReturnValue, 1);0x012C CallFunc_FinishSpawningActor_ReturnValue.SkeletalMeshComponent.SetSkeletalMeshAsset(/Game/Art/Assets/Meshes/CM/Chair/ChainLock/SKM_ChairLocks.SKM_ChairLocks);0x016B LockLeft = CallFunc_FinishSpawningActor_ReturnValue;0x017E CallFunc_K2_AttachToActor_ReturnValue = LockLeft.K2_AttachToActor(this, FName(None), 0, 0, 0, true);0x01BD PopFlow();0x01BE Label_01BE:0x01BE CallFunc_MakeTransform_ReturnValue_1 = MakeTransform(FVector(37, 30, 56), FRotator(0, 90, 0), FVector(1, 1, 1));0x0225 CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue_1 = BeginDeferredActorSpawnFromClass(this, /Script/Engine.SkeletalMeshActor, CallFunc_MakeTransform_ReturnValue_1, 0, nullptr, 1);0x0251 CallFunc_MakeTransform_ReturnValue_1 = MakeTransform(FVector(37, 30, 56), FRotator(0, 90, 0), FVector(1, 1, 1));0x02B8 CallFunc_FinishSpawningActor_ReturnValue_1 = FinishSpawningActor(CallFunc_BeginDeferredActorSpawnFromClass_ReturnValue_1, CallFunc_MakeTransform_ReturnValue_1, 1);0x02E0 CallFunc_FinishSpawningActor_ReturnValue_1.SkeletalMeshComponent.SetSkeletalMeshAsset(/Game/Art/Assets/Meshes/CM/Chair/ChainLock/SKM_ChairLocks.SKM_ChairLocks);0x031F LockRight = CallFunc_FinishSpawningActor_ReturnValue_1;0x0332 CallFunc_K2_AttachToActor_ReturnValue_1 = LockRight.K2_AttachToActor(this, FName(None), 0, 0, 0, true);0x0371 PopFlow();0x0372 Label_0372:0x0372 return;Public 0x1448c50 0x00 FVector GetExitLocation () Script6 statements · 158 bytes of bytecode 0x0000 CallFunc_GetTransform_ReturnValue = GetTransform();0x001C BreakTransform(ExitTransform, CallFunc_BreakTransform_Location, CallFunc_BreakTransform_Rotation, CallFunc_BreakTransform_Scale);0x004A CallFunc_TransformLocation_ReturnValue = TransformLocation(CallFunc_GetTransform_ReturnValue, CallFunc_BreakTransform_Location);0x0078 ReturnValue = CallFunc_TransformLocation_ReturnValue;0x0093 return ReturnValue;Private 0x1448c50 0x18 FVector GetEnterLocation () Script6 statements · 158 bytes of bytecode 0x0000 CallFunc_GetTransform_ReturnValue = GetTransform();0x001C BreakTransform(EnterTransform, CallFunc_BreakTransform_Location, CallFunc_BreakTransform_Rotation, CallFunc_BreakTransform_Scale);0x004A CallFunc_TransformLocation_ReturnValue = TransformLocation(CallFunc_GetTransform_ReturnValue, CallFunc_BreakTransform_Location);0x0078 ReturnValue = CallFunc_TransformLocation_ReturnValue;0x0093 return ReturnValue;Private 0x1448c50 0x18 void CanShowWidget (const bool & CanShowWidget ) Script6 statements · 188 bytes of bytecode 0x0000 /Game/GameBlueprints/FunctionLibraries/BPFL_Utilities.Default__BPFL_Utilities_C.T5F_GetPlayerCharacter(this, CallFunc_T5F_GetPlayerCharacter_First_Person_Character);0x002E CallFunc_BooleanAND_ReturnValue = BooleanAND(IsInteractable, ProjectorRef.IsEnabled);0x006A CallFunc_BooleanAND_ReturnValue_1 = BooleanAND(CallFunc_BooleanAND_ReturnValue, CallFunc_T5F_GetPlayerCharacter_First_Person_Character.CanMove);0x00A6 CanShowWidget = CallFunc_BooleanAND_ReturnValue_1;0x00B9 return;Private 0x1448c50 0x01 void CanEnter (const bool & CanEnter ) Script9 statements · 331 bytes of bytecode 0x0000 /Game/GameBlueprints/FunctionLibraries/BPFL_Utilities.Default__BPFL_Utilities_C.T5F_GetPlayerCharacter(this, CallFunc_T5F_GetPlayerCharacter_First_Person_Character);0x002E ProjectorRef.IsReadyForMovie(CallFunc_IsReadyForMovie_Is_Ready, CallFunc_IsReadyForMovie_Movie_Type_Ready);0x0064 CallFunc_BooleanAND_ReturnValue = BooleanAND(CallFunc_IsReadyForMovie_Is_Ready, CallFunc_T5F_GetPlayerCharacter_First_Person_Character.CanMove);0x00A0 CallFunc_Not_PreBool_ReturnValue = Not_PreBool(ProjectorRef.IsCrashed);0x00D3 CallFunc_BooleanAND_ReturnValue_1 = BooleanAND(CallFunc_BooleanAND_ReturnValue, ProjectorRef.IsEnabled);0x010F CallFunc_BooleanAND_ReturnValue_2 = BooleanAND(CallFunc_BooleanAND_ReturnValue_1, CallFunc_Not_PreBool_ReturnValue);0x0135 CanEnter = CallFunc_BooleanAND_ReturnValue_2;0x0148 return;Private 0x1448c50 0x01 void Exit () Script13 statements · 431 bytes of bytecode 0x0000 /Game/GameBlueprints/FunctionLibraries/BPFL_Utilities.Default__BPFL_Utilities_C.T5F_GetPlayerCharacter(this, CallFunc_T5F_GetPlayerCharacter_First_Person_Character);0x002E CallFunc_T5F_GetPlayerCharacter_First_Person_Character.CapsuleComponent.SetCollisionEnabled(3);0x006A CallFunc_T5F_GetPlayerCharacter_First_Person_Character.CanMove = true;0x008B CallFunc_GetExitLocation_ReturnValue = GetExitLocation();0x00AB CallFunc_K2_SetActorLocationAndRotation_ReturnValue = CallFunc_T5F_GetPlayerCharacter_First_Person_Character.K2_SetActorLocationAndRotation(CallFunc_GetExitLocation_ReturnValue, FRotator(0, 0, 0), false, CallFunc_K2_SetActorLocationAndRotation_SweepHitResult, false);0x0102 SM_Chair.SetCollisionEnabled(3);0x0128 CallFunc_GetActorOfClass_ReturnValue = GetActorOfClass(this, /Game/GameBlueprints/Inky/Blueprints/BP_Inky_Tool.BP_Inky_Tool_C);0x0146 CallFunc_IsValid_ReturnValue = IsValid(CallFunc_GetActorOfClass_ReturnValue);0x0163 if (!(CallFunc_IsValid_ReturnValue)) goto Label_01AC;0x0171 CallFunc_GetActorOfClass_ReturnValue.MovementComponent.SetRespawnAllowed(true);0x01AC Label_01AC:0x01AC return;Public 0x1448c50 0x00 void Enter () Script13 statements · 431 bytes of bytecode 0x0000 /Game/GameBlueprints/FunctionLibraries/BPFL_Utilities.Default__BPFL_Utilities_C.T5F_GetPlayerCharacter(this, CallFunc_T5F_GetPlayerCharacter_First_Person_Character);0x002E CallFunc_T5F_GetPlayerCharacter_First_Person_Character.CapsuleComponent.SetCollisionEnabled(0);0x006A CallFunc_T5F_GetPlayerCharacter_First_Person_Character.CanMove = false;0x008B SM_Chair.SetCollisionEnabled(0);0x00B1 CallFunc_GetEnterLocation_ReturnValue = GetEnterLocation();0x00D1 CallFunc_K2_SetActorLocationAndRotation_ReturnValue = CallFunc_T5F_GetPlayerCharacter_First_Person_Character.K2_SetActorLocationAndRotation(CallFunc_GetEnterLocation_ReturnValue, FRotator(0, 0, 0), false, CallFunc_K2_SetActorLocationAndRotation_SweepHitResult, true);0x0128 CallFunc_GetActorOfClass_ReturnValue = GetActorOfClass(this, /Game/GameBlueprints/Inky/Blueprints/BP_Inky_Tool.BP_Inky_Tool_C);0x0146 CallFunc_IsValid_ReturnValue = IsValid(CallFunc_GetActorOfClass_ReturnValue);0x0163 if (!(CallFunc_IsValid_ReturnValue)) goto Label_01AC;0x0171 CallFunc_GetActorOfClass_ReturnValue.MovementComponent.SetRespawnAllowed(false);0x01AC Label_01AC:0x01AC return;Public 0x1448c50 0x00 void ReceiveBeginPlay () Script3 statements · 18 bytes of bytecode 0x0000 ExecuteUbergraph_BP_CM_InteractableChair(99);0x000F return;Event Protected 0x1448c50 0x00 void Interact (bool Force , AActor * Actor ) Script5 statements · 54 bytes of bytecode 0x0000 PersistentFrame.K2Node_Event_Force_1 = Force;0x0012 PersistentFrame.K2Node_Event_Actor = Actor;0x0024 ExecuteUbergraph_BP_CM_InteractableChair(153);0x0033 return;Public 0x1448c50 0x10 void Withdraw (const FVector & Force ) Script4 statements · 36 bytes of bytecode 0x0000 PersistentFrame.K2Node_Event_Force = Force;0x0012 ExecuteUbergraph_BP_CM_InteractableChair(711);0x0021 return;Public 0x1448c50 0x18 void ExecuteUbergraph_BP_CM_InteractableChair (int32 EntryPoint ) Script25 statements · 714 bytes of bytecode 0x0000 goto [EntryPoint];0x000A Label_000A:0x000A /Game/GameBlueprints/FunctionLibraries/BPFL_Utilities.Default__BPFL_Utilities_C.T5F_GetGameMode(this, CallFunc_T5F_GetGameMode_Game_Mode);0x0038 CallFunc_T5F_GetGameMode_Game_Mode.TriggerEvent(11);0x005E goto Label_02C7;0x0063 CallFunc_GetActorOfClass_ReturnValue = GetActorOfClass(this, /Game/GameBlueprints/Cinema/BP_PR_Projector.BP_PR_Projector_C);0x0081 ProjectorRef = CallFunc_GetActorOfClass_ReturnValue;0x0094 goto Label_02C7;0x0099 CanEnter(CallFunc_CanEnter_CanEnter);0x00B0 if (!(CallFunc_CanEnter_CanEnter)) goto Label_02C7;0x00BE ProjectorRef.PlayMovie(this, ProjectorRef.TopReel.Movie Type);0x0118 /Game/GameBlueprints/FunctionLibraries/BPFL_Utilities.Default__BPFL_Utilities_C.T5F_GetGameMode(this, CallFunc_T5F_GetGameMode_Game_Mode_1);0x0146 Temp_object_Variable = nullptr;0x0151 Temp_object_Variable_1 = nullptr;0x015C Temp_object_Variable_2 = /Game/Sequences/Chapter1/CM/LS_CM_EvilChairEnter.LS_CM_EvilChairEnter;0x016F Temp_object_Variable_3 = /Game/Sequences/Chapter1/CM/LS_CM_ChairEnter.LS_CM_ChairEnter;0x0182 Temp_object_Variable_4 = nullptr;0x018D Temp_byte_Variable = ProjectorRef.TopReel.Movie Type;0x01D4 CallFunc_T5F_GetGameMode_Game_Mode_1.StartLevelSequence(Switch(Temp_byte_Variable, 0 => Temp_object_Variable_4, 1 => Temp_object_Variable_3, 2 => Temp_object_Variable_2, 3 => Temp_object_Variable_1, 4 => Temp_object_Variable, default => K2Node_Select_Default), 1, true, false, CallFunc_StartLevelSequence_SequencePlayer);0x0269 CallFunc_EqualEqual_ByteByte_ReturnValue = EqualEqual_ByteByte(ProjectorRef.TopReel.Movie Type, 2);0x02B4 if (!(CallFunc_EqualEqual_ByteByte_ReturnValue)) goto Label_02C7;0x02C2 goto Label_000A;0x02C7 Label_02C7:0x02C7 return;Final 0x1448c50 0x04