Zdexby TheHolyOneZ
3,987 classes
Class

ABP_LevelTransitionActor_C

: AActor : UObject
/Game/Comatose/LevelTransitionActor/BP_LevelTransitionActor.BP_LevelTransitionActor_C 0x0430 (1,072 B) align 8 inherited 0x0298 12 scripted vtable /Game/Comatose/LevelTransitionActor/BP_LevelTransitionActor
0x00x0430

Members 32

OffsetSizeNameTypeFlagsDefault
0x08UberGraphFrameFPointerToUberGraphFrameTransient+2 flags{}
0x08DoorVisualRepresentationCompUDoorVisualRepresentationComp_C*6 flagsnullptr
0x08SaveAndLoadComponentUSaveAndLoadComponent_C*6 flagsnullptr
0x08LockComponentULockComponent_C*6 flagsnullptr
0x08Interaction Collision BoxUBoxComponent*6 flagsnullptr
0x08InteracteeUInteractee_C*6 flagsnullptr
0x08ArrowUArrowComponent*6 flagsnullptr
0x08CapsuleUCapsuleComponent*6 flagsnullptr
0x08DefaultSceneRootUSceneComponent*6 flagsnullptr
0x04Camera_Zoom_and_Blur_Timeline_Alpha_CF4A11E34ED0146B0DBE62ADCA659069float4 flags0
0x01Camera_Zoom_and_Blur_Timeline__Direction_CF4A11E34ED0146B0DBE62ADCA659069ETimelineDirection4 flagsForward
0x02E50x03padding / unreflected
0x08Camera Zoom and Blur TimelineUTimelineComponent*5 flagsnullptr
0x08Transition NameFName6 flags0
0x04Transition ID (mine)int326 flags0
0x04Transition ID (Target)int326 flags0
0x28Level to Transition IntoTSoftObjectPtr<UWorld>4 flags<SoftObjectProperty>
0x08CT Game InstanceUCT_GameInstance_C*6 flagsnullptr
0x18Save Map NameFText2 flags<FText>
0x18Save Room NameFText2 flags<FText>
0x08Saveroom Sublevel to Load inFName6 flagsNone
0x01Door SFX typeEnum_DoorSoundType6 flagsNewEnumerator0
0x01Point of no returnbool6 flagsfalse
0x03720x06padding / unreflected
0x08Comtaose PlayerACT_Player_C*7 flagsnullptr
0x18Camera Start PositionFVector7 flags{X=0, Y=0, Z=0}
0x18Camera End PositionFVector7 flags{X=0, Y=0, Z=0}
0x04Camera Start Fovfloat7 flags0
0x03B40x04padding / unreflected
0x08Camera End Fovdouble7 flags0
0x08Desired Environment PresetUEnvironmentPreset_DataAsset_C*5 flagsnullptr
0x10Level TransitioningFMulticastScriptDelegateBlueprintCallable+5 flags<delegate>
0x50My Save & Load DataFST_SaveAndLoadItem7 flags{Bool1_1_424DF91B450EA63FED0DF5BBCB1A2EF8=false, Bool2_3_46…
0x08Blur widgetUW_TransitionActorBlur_C*7 flagsnullptr
Inherited from AActor 80
OffsetSizeNameTypeFlagsDefault
0x30PrimaryActorTickFActorTickFunction3 flags{}
0x01bNetTemporary : 1bit 0bool3 flagsfalse
0x01bOnlyRelevantToOwner : 1bit 2bool7 flagsfalse
0x01bAlwaysRelevant : 1bit 3bool6 flagsfalse
0x01bReplicateMovement : 1bit 4boolNetRepNotify+5 flagsfalse
0x01bCallPreReplication : 1bit 5bool6 flagstrue
0x01bCallPreReplicationForReplay : 1bit 6bool6 flagstrue
0x01bHidden : 1bit 7boolNet+7 flagsfalse
0x01bTearOff : 1bit 0boolNet+3 flagsfalse
0x01bForceNetAddressable : 1bit 1bool3 flagsfalse
0x01bExchangedRoles : 1bit 2boolTransient+3 flagsfalse
0x01bNetLoadOnClient : 1bit 3bool4 flagstrue
0x01bNetUseOwnerRelevancy : 1bit 4bool6 flagsfalse
0x01bRelevantForNetworkReplays : 1bit 5bool3 flagstrue
0x01bRelevantForLevelBounds : 1bit 6bool5 flagstrue
0x01bReplayRewindable : 1bit 7bool6 flagsfalse
0x01bAllowTickBeforeBeginPlay : 1bit 0bool5 flagsfalse
0x01bAutoDestroyWhenFinished : 1bit 1bool4 flagsfalse
0x01bCanBeDamaged : 1bit 2boolNet+6 flagstrue
0x01bBlockInput : 1bit 3bool5 flagsfalse
0x01bCollideWhenPlacing : 1bit 4bool3 flagsfalse
0x01bFindCameraComponentWhenViewTarget : 1bit 5bool6 flagstrue
0x01bGenerateOverlapEventsDuringLevelStreaming : 1bit 6bool5 flagsfalse
0x01bIgnoresOriginShifting : 1bit 7bool5 flagsfalse
0x01bEnableAutoLODGeneration : 1bit 0bool5 flagstrue
0x01bIsEditorOnlyActor : 1bit 1bool5 flagsfalse
0x01bActorSeamlessTraveled : 1bit 2bool3 flagsfalse
0x01bReplicates : 1bit 3boolProtected+7 flagsfalse
0x01bCanBeInCluster : 1bit 4boolProtected+5 flagsfalse
0x01bAllowReceiveTickEventOnDedicatedServer : 1bit 5boolProtected+3 flagstrue
0x01bReplicateUsingRegisteredSubObjectList : 1bit 7boolProtected+9 flagsfalse
0x01bActorEnableCollision : 1bit 7bool3 flagstrue
0x01bActorIsBeingDestroyed : 1bit 0boolTransient+4 flagsfalse
0x01bAsyncPhysicsTickEnabled : 1bit 5boolProtected+4 flagsfalse
0x01UpdateOverlapsMethodDuringLevelStreamingEActorUpdateOverlapsMethodProtected+6 flagsUseConfigDefault
0x01DefaultUpdateOverlapsMethodDuringLevelStreamingEActorUpdateOverlapsMethod8 flagsOnlyUpdateMovable
0x04InitialLifeSpanfloat8 flags0
0x04CustomTimeDilationfloat7 flags1
0x01RemoteRoleENetRoleNetTransient+8 flagsROLE_None
0x00690x03padding / unreflected
0x04RayTracingGroupIdint325 flags-1
0x60AttachmentReplicationFRepAttachmentNetTransient+5 flags{AttachParent=nullptr, LocationOffset={}, RelativeScale3D={…
0x70ReplicatedMovementFRepMovementNetRepNotify+5 flags{LinearVelocity={X=0, Y=0, Z=0}, AngularVelocity={X=0, Y=0,…
0x08OwnerAActor*NetRepNotify+5 flagsnullptr
0x08NetDriverNameFNameProtected+5 flagsGameNetDriver
0x01RoleENetRoleNet+8 flagsROLE_Authority
0x01NetDormancyENetDormancy9 flagsDORM_Awake
0x01SpawnCollisionHandlingMethodESpawnActorCollisionHandlingMethod7 flagsAlwaysSpawn
0x01AutoReceiveInputEAutoReceiveInput6 flagsDisabled
0x04InputPriorityint326 flags0
0x01580x08padding / unreflected
0x08InputComponentUInputComponent*8 flagsnullptr
0x04NetCullDistanceSquaredfloat9 flags2.25e+08
0x04NetTagint32Transient+5 flags0
0x04NetUpdateFrequencyfloat8 flags100
0x04MinNetUpdateFrequencyfloat8 flags2
0x04NetPriorityfloat8 flags1
0x01PhysicsReplicationModeEPhysicsReplicationMode7 flagsDefault
0x017D0x0Bpadding / unreflected
0x08InstigatorAPawn*NetRepNotify+7 flagsnullptr
0x10ChildrenTArray<AActor*>Transient+3 flags[]
0x08RootComponentUSceneComponent*Protected+9 flagsnullptr
0x01A80x08padding / unreflected
0x10LayersTArray<FName>4 flags[]
0x08ParentComponentTWeakObjectPtr<UChildActorComponent>8 flagsnullptr
0x10TagsTArray<FName>5 flags[]
0x01OnTakeAnyDamageFMulticastScriptDelegate4 flags<delegate>
0x01OnTakePointDamageFMulticastScriptDelegate4 flags<delegate>
0x01OnTakeRadialDamageFMulticastScriptDelegate4 flags<delegate>
0x01OnActorBeginOverlapFMulticastScriptDelegate4 flags<delegate>
0x01OnActorEndOverlapFMulticastScriptDelegate4 flags<delegate>
0x01OnBeginCursorOverFMulticastScriptDelegate4 flags<delegate>
0x01OnEndCursorOverFMulticastScriptDelegate4 flags<delegate>
0x01OnClickedFMulticastScriptDelegate4 flags<delegate>
0x01OnReleasedFMulticastScriptDelegate4 flags<delegate>
0x01OnInputTouchBeginFMulticastScriptDelegate4 flags<delegate>
0x01OnInputTouchEndFMulticastScriptDelegate4 flags<delegate>
0x01OnInputTouchEnterFMulticastScriptDelegate4 flags<delegate>
0x01OnInputTouchLeaveFMulticastScriptDelegate4 flags<delegate>
0x01OnActorHitFMulticastScriptDelegate4 flags<delegate>
0x01OnDestroyedFMulticastScriptDelegate4 flags<delegate>
0x01OnEndPlayFMulticastScriptDelegate4 flags<delegate>
0x01E80x80padding / unreflected
0x10InstanceComponentsTArray<UActorComponent*>5 flags[]
0x10BlueprintCreatedComponentsTArray<UActorComponent*>7 flags[]

Functions 12

SignatureFlagsNativeParams
void Get Close Sound(const USoundBase*& Sound)
Script13 statements · 339 bytes of bytecode
0x0000Temp_object_Variable = nullptr;0x000BTemp_object_Variable_1 = /Game/Comatose/PhysicsSurfaces/FootstepSounds/Footstep_Metal.Footstep_Metal;0x001ETemp_object_Variable_2 = /Game/Comatose/LevelTransitionActor/Audio/MetalHatch_Close_Cue.MetalHatch_Close_Cue;0x0031Temp_object_Variable_3 = nullptr;0x003CTemp_object_Variable_4 = nullptr;0x0047Temp_object_Variable_5 = nullptr;0x0052Temp_object_Variable_6 = /Game/Comatose/LevelTransitionActor/Audio/MetalMapChangeDoor_Close_SFX_Cue.MetalMapChangeDoor_Close_SFX_Cue;0x0065Temp_object_Variable_7 = /Game/Comatose/LevelTransitionActor/Audio/MetalMapChangeDoor_Close_SFX_Cue.MetalMapChangeDoor_Close_SFX_Cue;0x0078Temp_object_Variable_8 = /Game/Comatose/LevelTransitionActor/Audio/WoodenMapChange_Close.WoodenMapChange_Close;0x008BTemp_byte_Variable = Door SFX type;0x00A6Sound = Switch(Temp_byte_Variable, 0 => Temp_object_Variable_8, 1 => Temp_object_Variable_7, 2 => Temp_object_Variable_6, 3 => Temp_object_Variable_5, 4 => Temp_object_Variable_4, 5 => Temp_object_Variable_3, 6 => Temp_object_Variable_2, 7 => Temp_object_Variable_1, 8 => Temp_object_Variable, default => K2Node_Select_Default);0x0150return;0x0152// end of script
Public0x08
void Update Laura's room name()
Script9 statements · 303 bytes of bytecode
0x0000CallFunc_GetCurrentLevelName_ReturnValue = GetCurrentLevelName(this, true);0x001ECT Game Instance.Transitioning Map From Laura's Room Name = CallFunc_GetCurrentLevelName_ReturnValue;0x004FCallFunc_Conv_TextToString_ReturnValue_1 = Conv_TextToString(Save Map Name);0x0074CT Game Instance.Current Save Map Name = CallFunc_Conv_TextToString_ReturnValue_1;0x00A5CallFunc_Conv_TextToString_ReturnValue = Conv_TextToString(Save Room Name);0x00CACT Game Instance.Current Save Room Name = CallFunc_Conv_TextToString_ReturnValue;0x00FBCT Game Instance.Current Save Map Sublevel = Saveroom Sublevel to Load in;0x012Creturn;0x012E// end of script
Public0x00
void Open Level()
Script3 statements · 26 bytes of bytecode
0x0000OpenLevelBySoftObjectPtr(this, Level to Transition Into, true, "");0x0017return;0x0019// end of script
Public0x00
void UserConstructionScript()
Script4 statements · 50 bytes of bytecode
0x0000K2Node_MakeArray_Array = {Transition Name};0x0014Tags = K2Node_MakeArray_Array;0x002Freturn;0x0031// end of script
EventPublic0x00
void Camera Zoom and Blur Timeline__FinishedFunc()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_BP_LevelTransitionActor(2485);0x000Freturn;0x0011// end of script
0x00
void Camera Zoom and Blur Timeline__UpdateFunc()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_BP_LevelTransitionActor(2146);0x000Freturn;0x0011// end of script
0x00
void BndEvt__BP_LevelTransitionActor_Interactee_K2Node_ComponentBoundEvent_0_Interacted with__DelegateSignature()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_BP_LevelTransitionActor(391);0x000Freturn;0x0011// end of script
0x00
void ReceiveBeginPlay()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_BP_LevelTransitionActor(1780);0x000Freturn;0x0011// end of script
EventProtected0x00
void BndEvt__BP_LevelTransitionActor_SaveAndLoadComponent_K2Node_ComponentBoundEvent_1_Loaded Info__DelegateSignature(const FST_SaveAndLoadItem& Info)
Script4 statements · 36 bytes of bytecode
0x0000PersistentFrame.K2Node_ComponentBoundEvent_Info = Info;0x0012ExecuteUbergraph_BP_LevelTransitionActor(2490);0x0021return;0x0023// end of script
0x50
void BndEvt__BP_LevelTransitionActor_LockComponent_K2Node_ComponentBoundEvent_2_Was Unlocked__DelegateSignature()
Script3 statements · 18 bytes of bytecode
0x0000ExecuteUbergraph_BP_LevelTransitionActor(2522);0x000Freturn;0x0011// end of script
0x00
void ExecuteUbergraph_BP_LevelTransitionActor(int32 EntryPoint)
Script107 statements · 2,737 bytes of bytecode
0x0000PushFlow(Label_0AAE);0x0005goto [EntryPoint];0x000FLabel_000F:0x000FCallFunc_Create_ReturnValue = /Script/UMG.Default__WidgetBlueprintLibrary.Create(this, /Game/Comatose/LevelTransitionActor/W_TransitionActorBlur.W_TransitionActorBlur_C, nullptr);0x0044CallFunc_Create_ReturnValue.AddToViewport(80000);0x0069Blur widget = CallFunc_Create_ReturnValue;0x007CPopFlow();0x007DLabel_007D:0x007DCallFunc_Subtract_DoubleDouble_A_ImplicitCast = Cast<4>(Camera Start Fov);0x009ACallFunc_Subtract_DoubleDouble_ReturnValue = Subtract_DoubleDouble(CallFunc_Subtract_DoubleDouble_A_ImplicitCast, 10);0x00C8Camera End Fov = CallFunc_Subtract_DoubleDouble_ReturnValue;0x00E3Comtaose Player.Mesh.SetVisibility(false, false);0x011BLevel Transitioning.Broadcast();0x012ECamera Zoom and Blur Timeline.PlayFromStart();0x014EPopFlow();0x014FLabel_014F:0x014Fif (!(My Save & Load Data.Bool2_3_46D6464045E1B62187292585F5226C07)) PopFlow();0x0162LockComponent.Override Unlock (save/load)();0x0186PopFlow();0x0187LockComponent.Attempt Open(CallFunc_Attempt_Open_Success);0x01B4if (!(CallFunc_Attempt_Open_Success)) PopFlow();0x01BETemp_object_Variable = nullptr;0x01C9Temp_object_Variable_1 = /Game/Comatose/LevelTransitionActor/Audio/GoingUpMetalLadder_Cue.GoingUpMetalLadder_Cue;0x01DCTemp_object_Variable_2 = /Game/Comatose/LevelTransitionActor/Audio/MetalHatch_Open_Cue.MetalHatch_Open_Cue;0x01EFTemp_object_Variable_3 = nullptr;0x01FATemp_object_Variable_4 = nullptr;0x0205Temp_object_Variable_5 = nullptr;0x0210Temp_object_Variable_6 = /Game/Comatose/LevelTransitionActor/Audio/MetalMapChangeDoor_Open_SFX_Cue.MetalMapChangeDoor_Open_SFX_Cue;0x0223Temp_object_Variable_7 = /Game/Comatose/LevelTransitionActor/Audio/MetalMapChangeDoor_Open_SFX_Cue.MetalMapChangeDoor_Open_SFX_Cue;0x0236Temp_object_Variable_8 = /Game/Comatose/LevelTransitionActor/Audio/WoodenMapChange_Open.WoodenMapChange_Open;0x0249Temp_byte_Variable = Door SFX type;0x0264/Script/Engine.Default__GameplayStatics.PlaySound2D(this, Switch(Temp_byte_Variable, 0 => Temp_object_Variable_8, 1 => Temp_object_Variable_7, 2 => Temp_object_Variable_6, 3 => Temp_object_Variable_5, 4 => Temp_object_Variable_4, 5 => Temp_object_Variable_3, 6 => Temp_object_Variable_2, 7 => Temp_object_Variable_1, 8 => Temp_object_Variable, default => K2Node_Select_Default), 1f, 1f, 0f, nullptr, nullptr, true);0x0337PushFlow(Label_04E4);0x033CPushFlow(Label_046E);0x0341CallFunc_GetPlayerCharacter_ReturnValue = GetPlayerCharacter(this, 0);0x035BK2Node_DynamicCast_AsBPI_Comatose_Retriever_1 = Cast<BPI_ComatoseRetriever_C>(CallFunc_GetPlayerCharacter_ReturnValue);0x037FK2Node_DynamicCast_bSuccess_1 = Cast<2>(K2Node_DynamicCast_AsBPI_Comatose_Retriever_1);0x039Cif (!(K2Node_DynamicCast_bSuccess_1)) goto Label_06E4;0x03AAK2Node_DynamicCast_AsBPI_Comatose_Retriever_1.Retrieve Comatose Character(CallFunc_Retrieve_Comatose_Character_Player);0x03D8Label_03D8:0x03D8Comtaose Player = CallFunc_Retrieve_Comatose_Character_Player;0x03EB/Game/Comatose/MainClasses/MainCharacter/Input/BPF_InputMapping.Default__BPF_InputMapping_C.Add/Remove Input mappings at priotity(ST_PlayerInputConfiguration{{}}, 2185, true, this);0x0432Comtaose Player.Interactor.Toggle Interactee Visibility(false);0x046DPopFlow();0x046ELabel_046E:0x046ECallFunc_GetPlayerCameraManager_ReturnValue = GetPlayerCameraManager(this, 0);0x0488CallFunc_GetPlayerCameraManager_ReturnValue.StartCameraFade(0f, 1f, 1f, LinearColor{0f, 0f, 0f, 0f}, true, true);0x04DFgoto Label_000F;0x04E4Label_04E4:0x04E4CallFunc_K2_GetComponentLocation_ReturnValue = Comtaose Player.Camera.K2_GetComponentLocation();0x052CCamera Start Position = CallFunc_K2_GetComponentLocation_ReturnValue;0x0547CallFunc_Conv_DoubleToVector_ReturnValue = Conv_DoubleToVector(2);0x056CCallFunc_GetForwardVector_ReturnValue = Comtaose Player.Camera.GetForwardVector();0x05B4CallFunc_K2_GetComponentLocation_ReturnValue = Comtaose Player.Camera.K2_GetComponentLocation();0x05FCCallFunc_Multiply_VectorVector_ReturnValue = Multiply_VectorVector(CallFunc_GetForwardVector_ReturnValue, CallFunc_Conv_DoubleToVector_ReturnValue);0x062ACallFunc_Add_VectorVector_ReturnValue = Add_VectorVector(CallFunc_K2_GetComponentLocation_ReturnValue, CallFunc_Multiply_VectorVector_ReturnValue);0x0658Camera End Position = CallFunc_Add_VectorVector_ReturnValue;0x0673CT Game Instance.Toggle Game Pause(true);0x0698Camera Start Fov = Comtaose Player.Camera.FieldOfView;0x06DFgoto Label_007D;0x06E4Label_06E4:0x06E4CallFunc_Retrieve_Comatose_Character_Player = nullptr;0x06EFgoto Label_03D8;0x06F4CallFunc_GetGameInstance_ReturnValue = GetGameInstance(this);0x0709K2Node_DynamicCast_AsBPI_Comatose_Retriever = Cast<BPI_ComatoseRetriever_C>(CallFunc_GetGameInstance_ReturnValue);0x072DK2Node_DynamicCast_bSuccess = Cast<2>(K2Node_DynamicCast_AsBPI_Comatose_Retriever);0x074Aif (!(K2Node_DynamicCast_bSuccess)) goto Label_079A;0x0758K2Node_DynamicCast_AsBPI_Comatose_Retriever.Retrieve Comatose Game Instance(CallFunc_Retrieve_Comatose_Game_Instance_CT_Game_Instance);0x0786Label_0786:0x0786CT Game Instance = CallFunc_Retrieve_Comatose_Game_Instance_CT_Game_Instance;0x0799PopFlow();0x079ALabel_079A:0x079ACallFunc_Retrieve_Comatose_Game_Instance_CT_Game_Instance = nullptr;0x07A5goto Label_0786;0x07AALabel_07AA:0x07AACT Game Instance.Transitioning Map Index = Transition ID (Target);0x07DBUpdate Laura's room name();0x07E9PushFlow(Label_081D);0x07EEif (!(Point of no return)) PopFlow();0x07F8CT Game Instance.Clear Data from previous maps();0x081CPopFlow();0x081DLabel_081D:0x081DOpen Level();0x082BPopFlow();0x082CLabel_082C:0x082CCT Game Instance.Transitioning Map Name = Transition Name;0x085Dgoto Label_07AA;0x0862CallFunc_VLerp_ReturnValue = VLerp(Camera Start Position, Camera End Position, Camera_Zoom_and_Blur_Timeline_Alpha_CF4A11E34ED0146B0DBE62ADCA659069);0x0899Comtaose Player.Camera.K2_SetWorldLocation(CallFunc_VLerp_ReturnValue, false, CallFunc_K2_SetWorldLocation_SweepHitResult, false);0x08E3CallFunc_Lerp_A_ImplicitCast = Cast<4>(Camera Start Fov);0x0900CallFunc_Lerp_Alpha_ImplicitCast = Cast<4>(Camera_Zoom_and_Blur_Timeline_Alpha_CF4A11E34ED0146B0DBE62ADCA659069);0x091DCallFunc_Lerp_ReturnValue = Lerp(CallFunc_Lerp_A_ImplicitCast, Camera End Fov, CallFunc_Lerp_Alpha_ImplicitCast);0x0954CallFunc_SetFieldOfView_InFieldOfView_ImplicitCast = Cast<3>(CallFunc_Lerp_ReturnValue);0x0971Comtaose Player.Camera.SetFieldOfView(CallFunc_SetFieldOfView_InFieldOfView_ImplicitCast);0x09B4PopFlow();0x09B5goto Label_082C;0x09BAMy Save & Load Data = K2Node_ComponentBoundEvent_Info;0x09D5goto Label_014F;0x09DAMy Save & Load Data.Bool2_3_46D6464045E1B62187292585F5226C07 = true;0x09EECallFunc_K2_GetActorLocation_ReturnValue = K2_GetActorLocation();0x0A0ASaveAndLoadComponent.Save Info(My Save & Load Data, CallFunc_K2_GetActorLocation_ReturnValue);0x0A40CallFunc_K2_GetActorLocation_ReturnValue_1 = K2_GetActorLocation();0x0A5CPlaySoundAtLocation(this, /Game/Comatose/TownMeshes/PropPacks/DoorPacks/Audio/DoorUnlocked__Cue.DoorUnlocked__Cue, CallFunc_K2_GetActorLocation_ReturnValue_1, FRotator(0, 0, 0), 1f, 1f, 0f, /Game/Comatose/Audio/AttenuationData/Attenuation_DefaultSounds.Attenuation_DefaultSounds, nullptr, nullptr, nullptr);0x0AADPopFlow();0x0AAELabel_0AAE:0x0AAEreturn;0x0AB0// end of script
Final0x04
void Level Transitioning__DelegateSignature()
Script2 statements · 3 bytes of bytecode
0x0000return;0x0002// end of script
Public0x00

Used by 1

types with a member, parameter or interface of this type