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- using { /Verse.org }
- using { /Verse.org/Native }
- using { /Verse.org/SceneGraph }
- using { /Verse.org/Simulation }
- using { /Fortnite.com/Devices }
- using { /Fortnite.com/Itemization }
- using { /UnrealEngine.com/Itemization }
- using { /UnrealEngine.com/Temporary/UI }
- item_granter_component<public> := class<final_super>(component):
- @editable Trig : trigger_device = trigger_device{}
- @editable Items : []subtype(entity) = array{}
- TriggerAwait()<suspends>:void=
- loop:
- mAgent:=Trig.TriggeredEvent.Await()
- if:
- Agent:=mAgent?
- Inventory:=(for(InvComp:Agent.FindDescendantComponents(inventory_component)) do InvComp)[0]
- then:
- for (Item:Items):
- ItemConcrete: concrete_subtype(entity) = Item
- ItemToGrant := ItemConcrete{}
- Inventory.AddItemDistribute(ItemToGrant)
- OnBeginSimulation<override>():void =
- (super:)OnBeginSimulation()
- OnSimulate<override>()<suspends>:void =
- spawn. TriggerAwait()
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