Zdexby TheHolyOneZ
3,987 classes
Class

UItemAction_ReloadFromAmmo_C

: UItemActionMaster_C : UObject
/Game/Comatose/Journal/ItemActions/ItemAction_ReloadFromAmmo.ItemAction_ReloadFromAmmo_C 0x0078 (120 B) align 8 inherited 0x0070 4 scripted vtable /Game/Comatose/Journal/ItemActions/ItemAction_ReloadFromAmmo
0x00x0078

Members 1

OffsetSizeNameTypeFlagsDefault
0x08UberGraphFrameFPointerToUberGraphFrameTransient+2 flags{}
Inherited from UItemActionMaster_C 6
OffsetSizeNameTypeFlagsDefault
0x08UberGraphFrameFPointerToUberGraphFrameTransient+2 flags{}
0x18Action NameFText3 flags<FText>
0x08Game InstanceUCT_GameInstance_C*6 flagsnullptr
0x08Player RefACT_Player_C*7 flagsnullptr
0x08My ItemTSubclassOf<UItem_Master_C>6 flagsnullptr
0x10FinishedFMulticastScriptDelegateBlueprintCallable+5 flags<delegate>

Functions 4

SignatureFlagsNativeParams
void Can Show Action(const bool& ?)
Script10 statements · 304 bytes of bytecode
0x0000CallFunc_IsValid_ReturnValue = IsValid(Player Ref.Equipped Weapon);0x0033if (!(CallFunc_IsValid_ReturnValue)) goto Label_012D;0x0041CallFunc_Can_reload_ReturnValue = Player Ref.Equipped Weapon.Can reload();0x0085CallFunc_GetObjectClass_ReturnValue = GetObjectClass(Player Ref.Equipped Weapon);0x00B8CallFunc_EqualEqual_ClassClass_ReturnValue = EqualEqual_ClassClass(CallFunc_GetObjectClass_ReturnValue.Ammo Type, My Item);0x00F4CallFunc_BooleanAND_ReturnValue = BooleanAND(CallFunc_EqualEqual_ClassClass_ReturnValue, CallFunc_Can_reload_ReturnValue);0x011A? = CallFunc_BooleanAND_ReturnValue;0x012DLabel_012D:0x012Dreturn;0x012F// end of script
Public0x01
void Execute Action()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_ItemAction_ReloadFromAmmo(34);0x000Freturn;0x0011// end of script
0x00
void Delay()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_ItemAction_ReloadFromAmmo(363);0x000Freturn;0x0011// end of script
0x00
void ExecuteUbergraph_ItemAction_ReloadFromAmmo(int32 EntryPoint)
Script22 statements · 492 bytes of bytecode
0x0000goto [EntryPoint];0x000ALabel_000A:0x000AFinished.Broadcast();0x001Dgoto Label_01E9;0x0022K2Node_DynamicCast_AsBPI_Input_Mapping = Cast<BPI_InputMapping_C>(Player Ref);0x0046K2Node_DynamicCast_bSuccess = Cast<2>(K2Node_DynamicCast_AsBPI_Input_Mapping);0x0063if (!(K2Node_DynamicCast_bSuccess)) goto Label_00B7;0x0071K2Node_DynamicCast_AsBPI_Input_Mapping.Add Input mapping Configuration at priority(ST_PlayerInputConfiguration{{}}, 3412666);0x00B7Label_00B7:0x00B7Player Ref.Toggle Journal(0);0x00E0Player Ref.Equipped Weapon.Gun Reload Event();0x011AK2Node_CreateDelegate_OutputDelegate.Bind(this, Delay);0x0131CallFunc_K2_SetTimerDelegate_ReturnValue = K2_SetTimerDelegate(K2Node_CreateDelegate_OutputDelegate, 0.2f, false, 0f, 0f);0x0166goto Label_01E9;0x016BK2Node_DynamicCast_AsBPI_Input_Mapping_1 = Cast<BPI_InputMapping_C>(Player Ref);0x018FK2Node_DynamicCast_bSuccess_1 = Cast<2>(K2Node_DynamicCast_AsBPI_Input_Mapping_1);0x01ACif (!(K2Node_DynamicCast_bSuccess_1)) goto Label_000A;0x01BAK2Node_DynamicCast_AsBPI_Input_Mapping_1.Remove Input Mapping at Priority(3412666);0x01E4goto Label_000A;0x01E9Label_01E9:0x01E9return;0x01EB// end of script
Final0x04