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https://github.com/ApfelTeeSaft/UnrealEvent.git
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73 lines
2.5 KiB
C++
73 lines
2.5 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "EControlPointState.h"
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#include "ControlPointInstanceData.generated.h"
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class AAthenaCapturePoint;
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class AFortTeamInfoAthena;
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USTRUCT(BlueprintType)
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struct FControlPointInstanceData {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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AAthenaCapturePoint* ControlPoint;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EControlPointState ControlPointState;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 SpawnDataIdx;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float SpawnTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float EnableTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float DisableTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 PrevOwningTeam;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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AFortTeamInfoAthena* CachedOwningTeamInfo;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float PointAccrualTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float PointsRemainder;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float BonusPointAccrualTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float BonusPointsRemainder;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float CachedPointAccrualValue;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float CachedBonusPointAccrualValue;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bPointFinished;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 CachedSafeZonePhaseWhenToSpawn;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bIgnoreForOrderMessaging;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bAlwaysInPlay;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float TimeOfShutdown;
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FORTNITEGAME_API FControlPointInstanceData();
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};
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