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https://github.com/ApfelTeeSaft/UnrealEvent.git
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68 lines
2.3 KiB
C++
68 lines
2.3 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Engine/DataTable.h"
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#include "EDeployableBaseUseType.h"
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#include "FortGameStateZone.h"
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#include "HordeDifficultyTierInfo.h"
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#include "OnDeployableBaseManagerCreatedDelegate.h"
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#include "FortGameStateDeployableBase.generated.h"
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class AFortDeployableBaseManager;
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UCLASS(Blueprintable)
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class FORTNITEGAME_API AFortGameStateDeployableBase : public AFortGameStateZone {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_DeployableBaseManager, meta=(AllowPrivateAccess=true))
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AFortDeployableBaseManager* DeployableBaseManager;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnDeployableBaseManagerCreated OnDeployableBaseManagerCreated;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bFireEndOfDayDelegate;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FHordeDifficultyTierInfo> TierDifficultyConfig;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FHordeDifficultyTierInfo> PrestigeTierDifficultyConfig;
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public:
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AFortGameStateDeployableBase();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool ShouldUseStormShield() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool ShouldRespawnAtLastPawnLocation() const;
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void SetGameDifficultyRow(const FDataTableRowHandle& GameDifficultyInfo);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void SetGameDifficultyExplicitly(const float InGameDifficulty);
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protected:
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UFUNCTION(BlueprintCallable)
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void OnRep_DeployableBaseManager();
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public:
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetStormShieldStartingRadiusOverride() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetStormShieldEndingRadiusOverride() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetStormShieldBreatherRadiusOverride() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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EDeployableBaseUseType GetDeployableBaseUseType() const;
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};
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