Add nullability to large parts of the codebase
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@@ -36,7 +36,7 @@ namespace CreatureLib::Battling {
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virtual ~BattleScript() = default;
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virtual BattleScript* Clone(const ArbUt::OptionalBorrowedPtr<void>& owner) = 0;
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virtual BattleScript* non_null Clone(const ArbUt::OptionalBorrowedPtr<void>& owner) = 0;
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virtual void Stack(){};
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virtual void OnRemove(){};
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@@ -45,82 +45,89 @@ namespace CreatureLib::Battling {
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#define _par_ [[maybe_unused]]
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virtual void OnInitialize(_par_ const BattleLibrary*,
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virtual void OnInitialize(_par_ const BattleLibrary* non_null,
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_par_ const ArbUt::List<CreatureLib::Library::EffectParameter*>& parameters){};
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virtual void OnBeforeTurn(_par_ const BaseTurnChoice* choice){};
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virtual void OnBeforeTurn(_par_ const BaseTurnChoice* non_null choice){};
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virtual void ChangeSpeed(_par_ BaseTurnChoice* choice, _par_ u32* speed){};
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virtual void ChangePriority(_par_ AttackTurnChoice* choice, _par_ i8* priority){};
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virtual void ChangeAttack(_par_ AttackTurnChoice* choice, _par_ ArbUt::StringView* outAttack){};
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virtual void ModifyNumberOfHits(_par_ AttackTurnChoice* choice, _par_ u8* numberOfHits){};
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virtual void PreventAttack(_par_ ExecutingAttack* attack, _par_ bool* outResult){};
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virtual void FailAttack(_par_ ExecutingAttack* attack, _par_ bool* outFailed){};
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virtual void StopBeforeAttack(_par_ ExecutingAttack* attack, _par_ bool* outResult){};
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virtual void OnBeforeAttack(_par_ ExecutingAttack* attack){};
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virtual void ChangeSpeed(_par_ BaseTurnChoice* non_null choice, _par_ u32* non_null speed){};
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virtual void ChangePriority(_par_ AttackTurnChoice* non_null choice, _par_ i8* non_null priority){};
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virtual void ChangeAttack(_par_ AttackTurnChoice* non_null choice,
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_par_ ArbUt::StringView* non_null outAttack){};
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virtual void ModifyNumberOfHits(_par_ AttackTurnChoice* non_null choice, _par_ u8* non_null numberOfHits){};
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virtual void PreventAttack(_par_ ExecutingAttack* non_null attack, _par_ bool* non_null outResult){};
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virtual void FailAttack(_par_ ExecutingAttack* non_null attack, _par_ bool* non_null outFailed){};
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virtual void StopBeforeAttack(_par_ ExecutingAttack* non_null attack, _par_ bool* non_null outResult){};
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virtual void OnBeforeAttack(_par_ ExecutingAttack* non_null attack){};
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virtual void FailIncomingAttack(_par_ ExecutingAttack* attack, _par_ Creature* target, _par_ bool* outResult){};
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virtual void IsInvulnerable(_par_ ExecutingAttack* attack, _par_ Creature* target, _par_ bool* outResult){};
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virtual void OnAttackMiss(_par_ ExecutingAttack* attack, _par_ Creature* target){};
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virtual void ChangeAttackType(_par_ ExecutingAttack* attack, _par_ Creature* target, _par_ u8 hitNumber,
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_par_ u8* outType){};
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virtual void ChangeEffectiveness(_par_ ExecutingAttack* attack, _par_ Creature* target, _par_ u8 hitNumber,
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_par_ float* effectiveness){};
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virtual void BlockCritical(_par_ ExecutingAttack* attack, _par_ Creature* target, _par_ u8 hitNumber,
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_par_ bool* blockCritical){};
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virtual void FailIncomingAttack(_par_ ExecutingAttack* non_null attack, _par_ Creature* non_null target,
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_par_ bool* non_null outResult){};
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virtual void IsInvulnerable(_par_ ExecutingAttack* non_null attack, _par_ Creature* non_null target,
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_par_ bool* non_null outResult){};
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virtual void OnAttackMiss(_par_ ExecutingAttack* non_null attack, _par_ Creature* non_null target){};
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virtual void ChangeAttackType(_par_ ExecutingAttack* non_null attack, _par_ Creature* non_null target,
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_par_ u8 hitNumber, _par_ u8* non_null outType){};
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virtual void ChangeEffectiveness(_par_ ExecutingAttack* non_null attack, _par_ Creature* non_null target,
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_par_ u8 hitNumber, _par_ float* non_null effectiveness){};
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virtual void BlockCritical(_par_ ExecutingAttack* non_null attack, _par_ Creature* non_null target,
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_par_ u8 hitNumber, _par_ bool* non_null blockCritical){};
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virtual void OverrideBasePower(_par_ ExecutingAttack* attack, _par_ Creature* target, _par_ u8 hitIndex,
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_par_ u8* basePower){};
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virtual void ChangeDamageStatsUser(_par_ ExecutingAttack* attack, _par_ Creature* target, _par_ u8 hitIndex,
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_par_ Creature** statsUser){};
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virtual void OverrideBasePower(_par_ ExecutingAttack* non_null attack, _par_ Creature* non_null target,
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_par_ u8 hitIndex, _par_ u8* non_null basePower){};
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virtual void ChangeDamageStatsUser(_par_ ExecutingAttack* non_null attack, _par_ Creature* non_null target,
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_par_ u8 hitIndex, _par_ Creature* non_null* non_null statsUser){};
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virtual void BypassDefensiveStat(_par_ ExecutingAttack* attack, _par_ Creature* target, _par_ u8 hitIndex,
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_par_ bool* bypass){};
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virtual void BypassOffensiveStat(_par_ ExecutingAttack* attack, _par_ Creature* target, _par_ u8 hitIndex,
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_par_ bool* bypass){};
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virtual void ModifyStatModifier(_par_ ExecutingAttack* attack, _par_ Creature* target, _par_ u8 hitIndex,
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_par_ float* modifier){};
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virtual void ModifyDamageModifier(_par_ ExecutingAttack* attack, _par_ Creature* target, _par_ u8 hitIndex,
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_par_ float* modifier){};
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virtual void OverrideDamage(_par_ ExecutingAttack* attack, _par_ Creature* target, _par_ u8 hitIndex,
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_par_ u32* damage){};
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virtual void OverrideIncomingDamage(_par_ ExecutingAttack* attack, _par_ Creature* target, _par_ u8 hitIndex,
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_par_ u32* damage){};
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virtual void BypassDefensiveStat(_par_ ExecutingAttack* non_null attack, _par_ Creature* non_null target,
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_par_ u8 hitIndex, _par_ bool* non_null bypass){};
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virtual void BypassOffensiveStat(_par_ ExecutingAttack* non_null attack, _par_ Creature* non_null target,
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_par_ u8 hitIndex, _par_ bool* non_null bypass){};
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virtual void ModifyStatModifier(_par_ ExecutingAttack* non_null attack, _par_ Creature* non_null target,
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_par_ u8 hitIndex, _par_ float* non_null modifier){};
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virtual void ModifyDamageModifier(_par_ ExecutingAttack* non_null attack, _par_ Creature* non_null target,
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_par_ u8 hitIndex, _par_ float* non_null modifier){};
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virtual void OverrideDamage(_par_ ExecutingAttack* non_null attack, _par_ Creature* non_null target,
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_par_ u8 hitIndex, _par_ u32* non_null damage){};
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virtual void OverrideIncomingDamage(_par_ ExecutingAttack* non_null attack, _par_ Creature* non_null target,
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_par_ u8 hitIndex, _par_ u32* non_null damage){};
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virtual void OnIncomingHit(_par_ const ExecutingAttack* attack, _par_ Creature* target, _par_ u8 hitNumber){};
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virtual void OnFaintingOpponent(_par_ const ExecutingAttack* attack, _par_ Creature* target,
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virtual void OnIncomingHit(_par_ const ExecutingAttack* non_null attack, _par_ Creature* non_null target,
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_par_ u8 hitNumber){};
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virtual void OnFaintingOpponent(_par_ const ExecutingAttack* non_null attack, _par_ Creature* non_null target,
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_par_ u8 hitNumber){};
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virtual void PreventStatBoostChange(_par_ Creature* target, _par_ Library::Statistic stat, _par_ i8 diffAmount,
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_par_ bool selfInflicted, _par_ bool* prevent){};
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virtual void ModifyStatBoostChange(_par_ Creature* target, _par_ Library::Statistic stat,
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_par_ i8* diffAmount){};
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virtual void PreventSecondaryEffects(_par_ const ExecutingAttack* attack, _par_ Creature* target,
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_par_ u8 hitNumber, _par_ bool* outResult){};
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virtual void OnSecondaryEffect(_par_ const ExecutingAttack* attack, _par_ Creature* target,
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virtual void PreventStatBoostChange(_par_ Creature* non_null target, _par_ Library::Statistic stat,
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_par_ i8 diffAmount, _par_ bool selfInflicted,
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_par_ bool* non_null prevent){};
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virtual void ModifyStatBoostChange(_par_ Creature* non_null target, _par_ Library::Statistic stat,
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_par_ i8* non_null diffAmount){};
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virtual void PreventSecondaryEffects(_par_ const ExecutingAttack* non_null attack,
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_par_ Creature* non_null target, _par_ u8 hitNumber,
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_par_ bool* non_null outResult){};
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virtual void OnSecondaryEffect(_par_ const ExecutingAttack* non_null attack, _par_ Creature* non_null target,
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_par_ u8 hitNumber){};
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virtual void OnAfterHits(_par_ const ExecutingAttack* attack, _par_ Creature* target){};
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virtual void OnAfterHits(_par_ const ExecutingAttack* non_null attack, _par_ Creature* non_null target){};
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virtual void PreventSelfSwitch(_par_ const SwitchTurnChoice* choice, _par_ bool* outResult){};
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virtual void PreventOpponentSwitch(_par_ const SwitchTurnChoice* choice, _par_ bool* outResult){};
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virtual void PreventSelfSwitch(_par_ const SwitchTurnChoice* non_null choice, _par_ bool* non_null outResult){};
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virtual void PreventOpponentSwitch(_par_ const SwitchTurnChoice* non_null choice,
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_par_ bool* non_null outResult){};
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virtual void ModifyEffectChance(_par_ const ExecutingAttack* attack, _par_ Creature* target,
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_par_ float* chance){};
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virtual void ModifyIncomingEffectChance(_par_ const ExecutingAttack* attack, _par_ Creature* target,
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_par_ float* chance){};
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virtual void ModifyEffectChance(_par_ const ExecutingAttack* non_null attack, _par_ Creature* non_null target,
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_par_ float* non_null chance){};
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virtual void ModifyIncomingEffectChance(_par_ const ExecutingAttack* non_null attack,
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_par_ Creature* non_null target, _par_ float* non_null chance){};
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virtual void OnFail(_par_ Creature* target){};
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virtual void OnOpponentFail(_par_ Creature* target){};
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virtual void OnFail(_par_ Creature* non_null target){};
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virtual void OnOpponentFail(_par_ Creature* non_null target){};
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virtual void PreventRunAway(_par_ const FleeTurnChoice* choice, _par_ bool* result){};
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virtual void PreventOpponentRunAway(_par_ const FleeTurnChoice* choice, _par_ bool* result){};
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virtual void PreventRunAway(_par_ const FleeTurnChoice* non_null choice, _par_ bool* non_null result){};
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virtual void PreventOpponentRunAway(_par_ const FleeTurnChoice* non_null choice, _par_ bool* non_null result){};
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virtual void OnEndTurn(){};
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virtual void OnDamage(Creature*, DamageSource, _par_ u32 oldHealth, _par_ u32 newHealth){};
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virtual void OnFaint(Creature*, DamageSource){};
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virtual void OnSwitchIn(Creature*){};
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virtual void OnDamage(Creature* non_null, DamageSource, _par_ u32 oldHealth, _par_ u32 newHealth){};
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virtual void OnFaint(Creature* non_null, DamageSource){};
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virtual void OnSwitchIn(Creature* non_null){};
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virtual void OnAfterHeldItemConsume(Creature*, const Library::Item*){};
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virtual void OnAfterHeldItemConsume(Creature* non_null, const Library::Item* non_null){};
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};
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}
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