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76 lines
3.0 KiB
C++
76 lines
3.0 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "FortAttributeSet.h"
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#include "FortGameplayAttributeData.h"
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#include "FortAdvancedMovementSet.generated.h"
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UCLASS(Blueprintable, MinimalAPI)
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class UFortAdvancedMovementSet : public UFortAttributeSet {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_GroundFriction, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData GroundFriction;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_BrakingDecelerationWalking, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData BrakingDecelerationWalking;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_BrakingDecelerationFalling, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData BrakingDecelerationFalling;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_BrakingDecelerationFlying, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData BrakingDecelerationFlying;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_MaxAcceleration, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData MaxAcceleration;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_MaxAccelerationFlying, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData MaxAccelerationFlying;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_BrakingFrictionFactor, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData BrakingFrictionFactor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_JumpZVelocity, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData JumpZVelocity;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData JumpHorizontalAccelerationOverride;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData JumpHorizontalVelocityOverride;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_MinAnalogWalkSpeed, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData MinAnalogWalkSpeed;
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UFortAdvancedMovementSet();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintCallable)
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void OnRep_MinAnalogWalkSpeed();
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UFUNCTION(BlueprintCallable)
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void OnRep_MaxAccelerationFlying();
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UFUNCTION(BlueprintCallable)
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void OnRep_MaxAcceleration();
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UFUNCTION(BlueprintCallable)
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void OnRep_JumpZVelocity();
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UFUNCTION(BlueprintCallable)
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void OnRep_GroundFriction();
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UFUNCTION(BlueprintCallable)
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void OnRep_BrakingFrictionFactor();
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UFUNCTION(BlueprintCallable)
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void OnRep_BrakingDecelerationWalking();
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UFUNCTION(BlueprintCallable)
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void OnRep_BrakingDecelerationFlying();
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UFUNCTION(BlueprintCallable)
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void OnRep_BrakingDecelerationFalling();
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};
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