public bool TrySetupExecPointer(IGameFlowPlayable owner, GameFlowExecStack execStack, IGameFlowPlayable findBlob) => default; // 0x00BB2980-0x00BB2AD0 // [IteratorStateMachine] // 0x0061AB20-0x0061AB90 public IEnumerator Play_ForSequence(IGameFlowPlayable owner, GameFlowPlayContext context, Func <bool> needExit, Func <bool> seqStop) => default; // 0x00BB2AD0-0x00BB2B60
} // 0x00A5D260-0x00A5D2D0 // [IteratorStateMachine] // 0x0061BA20-0x0061BA90 public override IEnumerator PlayLoop(GameFlowPlayContext context, Func <bool> needExit) => default; // 0x00A5D2D0-0x00A5D350
public string TryGetExecPointer_ResumeFlowListName(IGameFlowPlayable owner, GameFlowPlayContext context) => default; // 0x00E3E5C0-0x00E3E650 // [IteratorStateMachine] // 0x0061AB90-0x0061AC00 public IEnumerator PlayAndClearExecPointerFlowList_ForSequence(IGameFlowPlayable owner, GameFlowPlayContext context, Func <bool> needExit) => default; // 0x00E3E650-0x00E3E6D0
} // 0x00E3E4A0-0x00E3E5B0 public string TryGetExecPointer_ResumeFlowListName(IGameFlowPlayable owner, GameFlowPlayContext context) => default; // 0x00E3E5C0-0x00E3E650
public bool TrySetupExecPointer(IGameFlowPlayable owner, GameFlowExecStack execStack, IGameFlowPlayable findBlob) => default; // 0x00E3E3C0-0x00E3E4A0 public void SetupExecPointer_NextFlowList(string name, IGameFlowPlayable owner, GameFlowPlayContext context) { } // 0x00E3E4A0-0x00E3E5B0
public virtual bool TrySetupExecPointer(GameFlowExecStack execStack, IGameFlowPlayable findBlob) => default; // 0x00BB10A0-0x00BB10B0 // [IteratorStateMachine] // 0x0061AC70-0x0061ACE0 public virtual IEnumerator PlayLoop(GameFlowPlayContext context, Func <bool> needExit) => default; // 0x00BB10B0-0x00BB1110