0x0000PushFlow(Label_0AA3);0x0005goto [EntryPoint];0x000FDamagePlayer();0x001DPopFlow();0x001ELabel_001E:0x001EReceiveBeginPlay();0x0028K2Node_CreateDelegate_OutputDelegate.Bind(this, DamagePlayer);0x003FCallFunc_K2_SetTimerDelegate_ReturnValue = K2_SetTimerDelegate(K2Node_CreateDelegate_OutputDelegate, 0.853375f, true, 0f, 0f);0x0074CallFunc_GetWorldDeltaSeconds_ReturnValue = GetWorldDeltaSeconds(this);0x0091Delay(this, CallFunc_GetWorldDeltaSeconds_ReturnValue, LatentActionInfo{0xF, 761086469, FName(ExecuteUbergraph_BPC_SEPoison), this});0x00CBPopFlow();0x00CCLabel_00CC:0x00CCCallFunc_BooleanOR_ReturnValue = BooleanOR(PlayerRef.IsInvulnerable, PlayerRef.IsDead);0x011Eif (!(CallFunc_BooleanOR_ReturnValue)) goto Label_012D;0x012CPopFlow();0x012DLabel_012D:0x012DCallFunc_ApplyDamage_ReturnValue = /Script/Engine.Default__GameplayStatics.ApplyDamage(PlayerRef, 10f, nullptr, PlayerRef, /Game/BP/Variables/DT_StatusEffectApply.DT_StatusEffectApply_C);0x0180/Script/Engine.Default__GameplayStatics.PlaySound2D(this, /Game/Audio/Gameplay/A_StatusEffectPoison.A_StatusEffectPoison, 1f, 1f, 0f, nullptr, nullptr);0x01BB/Game/BP/Core/BBPSX_FuncLib.Default__BBPSX_FuncLib_C.GetGI_BBPSX(this, CallFunc_GetGI_BBPSX_AsGI_BBPSX);0x01E9Temp_int_Variable = PlayerRef.PlayerIndex;0x021A/Game/BP/Core/BBPSX_FuncLib.Default__BBPSX_FuncLib_C.Calculate Final Player Def+Res(PlayerRef.PlayerIndex, this, CallFunc_Calculate_Final_Player_Def_Res_FinalDef, CallFunc_Calculate_Final_Player_Def_Res_FinalRes);0x0270CallFunc_Conv_IntToFloat_ReturnValue = Conv_IntToFloat(CallFunc_Calculate_Final_Player_Def_Res_FinalRes);0x0295CallFunc_MapRangeUnclamped_ReturnValue = MapRangeUnclamped(CallFunc_Conv_IntToFloat_ReturnValue, 30f, 150f, 2.5f, 12f);0x02CECallFunc_Map_Find_ReturnValue = /Script/Engine.Default__BlueprintMapLibrary.Map_Find(Switch(Temp_int_Variable, 0 => CallFunc_GetGI_BBPSX_AsGI_BBPSX.CurrentStatusEffectsP1, 1 => CallFunc_GetGI_BBPSX_AsGI_BBPSX.CurrentStatusEffectsP2, 2 => CallFunc_GetGI_BBPSX_AsGI_BBPSX.CurrentStatusEffectsP3, 3 => CallFunc_GetGI_BBPSX_AsGI_BBPSX.CurrentStatusEffectsP4, default => K2Node_Select_Default), WhichEffect, CallFunc_Map_Find_Value);0x03C3CallFunc_Add_FloatFloat_ReturnValue = Add_FloatFloat(CallFunc_Map_Find_Value, CallFunc_MapRangeUnclamped_ReturnValue);0x03F1CallFunc_FMin_ReturnValue = FMin(CallFunc_Add_FloatFloat_ReturnValue, 0f);0x041BCallFunc_EqualEqual_FloatFloat_ReturnValue = EqualEqual_FloatFloat(CallFunc_FMin_ReturnValue, 0f);0x043Dif (!(CallFunc_EqualEqual_FloatFloat_ReturnValue)) goto Label_0473;0x044BK2_ClearTimer(this, "DamagePlayer");0x0464RemoveStatusEffect();0x0472PopFlow();0x0473Label_0473:0x0473/Game/BP/Core/BBPSX_FuncLib.Default__BBPSX_FuncLib_C.GetGI_BBPSX(this, CallFunc_GetGI_BBPSX_AsGI_BBPSX);0x04A1Temp_int_Variable = PlayerRef.PlayerIndex;0x04D2/Game/BP/Core/BBPSX_FuncLib.Default__BBPSX_FuncLib_C.Calculate Final Player Def+Res(PlayerRef.PlayerIndex, this, CallFunc_Calculate_Final_Player_Def_Res_FinalDef, CallFunc_Calculate_Final_Player_Def_Res_FinalRes);0x0528CallFunc_Conv_IntToFloat_ReturnValue = Conv_IntToFloat(CallFunc_Calculate_Final_Player_Def_Res_FinalRes);0x054DCallFunc_MapRangeUnclamped_ReturnValue = MapRangeUnclamped(CallFunc_Conv_IntToFloat_ReturnValue, 30f, 150f, 2.5f, 12f);0x0586CallFunc_Map_Find_ReturnValue = /Script/Engine.Default__BlueprintMapLibrary.Map_Find(Switch(Temp_int_Variable, 0 => CallFunc_GetGI_BBPSX_AsGI_BBPSX.CurrentStatusEffectsP1, 1 => CallFunc_GetGI_BBPSX_AsGI_BBPSX.CurrentStatusEffectsP2, 2 => CallFunc_GetGI_BBPSX_AsGI_BBPSX.CurrentStatusEffectsP3, 3 => CallFunc_GetGI_BBPSX_AsGI_BBPSX.CurrentStatusEffectsP4, default => K2Node_Select_Default), WhichEffect, CallFunc_Map_Find_Value);0x067BCallFunc_Add_FloatFloat_ReturnValue = Add_FloatFloat(CallFunc_Map_Find_Value, CallFunc_MapRangeUnclamped_ReturnValue);0x06A9CallFunc_FMin_ReturnValue = FMin(CallFunc_Add_FloatFloat_ReturnValue, 0f);0x06D3/Script/Engine.Default__BlueprintMapLibrary.Map_Add(Switch(Temp_int_Variable, 0 => CallFunc_GetGI_BBPSX_AsGI_BBPSX.CurrentStatusEffectsP1, 1 => CallFunc_GetGI_BBPSX_AsGI_BBPSX.CurrentStatusEffectsP2, 2 => CallFunc_GetGI_BBPSX_AsGI_BBPSX.CurrentStatusEffectsP3, 3 => CallFunc_GetGI_BBPSX_AsGI_BBPSX.CurrentStatusEffectsP4, default => K2Node_Select_Default), WhichEffect, CallFunc_FMin_ReturnValue);0x07BE/Game/BP/Core/BBPSX_FuncLib.Default__BBPSX_FuncLib_C.GetGI_BBPSX(this, CallFunc_GetGI_BBPSX_AsGI_BBPSX);0x07ECTemp_int_Variable = PlayerRef.PlayerIndex;0x081D/Game/BP/Core/BBPSX_FuncLib.Default__BBPSX_FuncLib_C.Calculate Final Player Def+Res(PlayerRef.PlayerIndex, this, CallFunc_Calculate_Final_Player_Def_Res_FinalDef, CallFunc_Calculate_Final_Player_Def_Res_FinalRes);0x0873CallFunc_Conv_IntToFloat_ReturnValue = Conv_IntToFloat(CallFunc_Calculate_Final_Player_Def_Res_FinalRes);0x0898CallFunc_MapRangeUnclamped_ReturnValue = MapRangeUnclamped(CallFunc_Conv_IntToFloat_ReturnValue, 30f, 150f, 2.5f, 12f);0x08D1CallFunc_Map_Find_ReturnValue = /Script/Engine.Default__BlueprintMapLibrary.Map_Find(Switch(Temp_int_Variable, 0 => CallFunc_GetGI_BBPSX_AsGI_BBPSX.CurrentStatusEffectsP1, 1 => CallFunc_GetGI_BBPSX_AsGI_BBPSX.CurrentStatusEffectsP2, 2 => CallFunc_GetGI_BBPSX_AsGI_BBPSX.CurrentStatusEffectsP3, 3 => CallFunc_GetGI_BBPSX_AsGI_BBPSX.CurrentStatusEffectsP4, default => K2Node_Select_Default), WhichEffect, CallFunc_Map_Find_Value);0x09C6CallFunc_Add_FloatFloat_ReturnValue = Add_FloatFloat(CallFunc_Map_Find_Value, CallFunc_MapRangeUnclamped_ReturnValue);0x09F4CallFunc_FMin_ReturnValue = FMin(CallFunc_Add_FloatFloat_ReturnValue, 0f);0x0A1ECallFunc_Abs_ReturnValue = Abs(CallFunc_FMin_ReturnValue);0x0A43StatusEffectMeterWidgetRef.CurrentStatusEffectAmt = CallFunc_Abs_ReturnValue;0x0A74StatusEffectMeterWidgetRef.UpdateResourceBar();0x0A98PopFlow();0x0A99goto Label_00CC;0x0A9Egoto Label_001E;0x0AA3Label_0AA3:0x0AA3return;