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https://github.com/ApfelTeeSaft/UnrealEvent.git
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71 lines
2.5 KiB
C++
71 lines
2.5 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "CustomCosmeticModifierBase.h"
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#include "EFortCustomPartType.h"
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#include "EFortDayPhase.h"
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#include "CustomCharacterPartModifier.generated.h"
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class AFortPlayerPawn;
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class UMeshComponent;
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UCLASS(Abstract, Blueprintable, MinimalAPI)
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class ACustomCharacterPartModifier : public ACustomCosmeticModifierBase {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bUsesDayPhaseChange: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bUsesTargetingOrFirstPersonCameraChange: 1;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bRegisteredForDayPhaseChange: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bRegisteredForSkydiving: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 bRegisteredForTargetingOrFirstPersonCamera: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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EFortCustomPartType PartType;
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public:
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ACustomCharacterPartModifier();
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UFUNCTION(BlueprintCallable, BlueprintCosmetic, BlueprintImplementableEvent)
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void PreDestruction();
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UFUNCTION(BlueprintCallable, BlueprintCosmetic, BlueprintImplementableEvent)
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void OnTargetingOrFirstPersonCameraChanged();
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UFUNCTION(BlueprintCallable, BlueprintCosmetic, BlueprintImplementableEvent)
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void OnPawnAndPartChanged();
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UFUNCTION(BlueprintCallable, BlueprintCosmetic, BlueprintImplementableEvent)
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void OnEndSkydiving();
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UFUNCTION(BlueprintCallable, BlueprintCosmetic, BlueprintImplementableEvent)
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void OnDayPhaseChanged(EFortDayPhase CurrentDayPhase, EFortDayPhase PreviousDayPhase, bool bAtCreation);
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UFUNCTION(BlueprintCallable, BlueprintCosmetic, BlueprintImplementableEvent)
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void OnBeginSkydiving();
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private:
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UFUNCTION(BlueprintCallable)
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void HandleSetFirstPersonCameraOrPawnTargetingChanged(bool bChanged);
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public:
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UMeshComponent* GetSkeletalMeshForAssociatedPlayerPawnPartType() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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EFortCustomPartType GetCharacterPartType() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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AFortPlayerPawn* GetAssociatedPlayerPawn() const;
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};
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