mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
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95 lines
5.0 KiB
C++
95 lines
5.0 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "Kismet/BlueprintFunctionLibrary.h"
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#include "Engine/DataTable.h"
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#include "GameplayTagContainer.h"
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#include "EOutpostBuildings.h"
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#include "EStormShieldDefense.h"
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#include "IronCityDifficultyInfo.h"
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#include "FortOutpostFunctionLibrary.generated.h"
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class AFortPlayerController;
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class AFortPlayerControllerFrontEnd;
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class AFortPlayerControllerOutpost;
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class UFortMissionConfigData;
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class UFortOutpostItemDefinition;
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class UFortWorldItem;
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class UObject;
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UCLASS(Blueprintable)
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class FORTNITEGAME_API UFortOutpostFunctionLibrary : public UBlueprintFunctionLibrary {
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GENERATED_BODY()
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public:
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UFortOutpostFunctionLibrary();
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UFUNCTION(BlueprintCallable)
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static void TransferItemToStorage(AFortPlayerController* Player, UFortWorldItem* Item, int32 Count);
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UFUNCTION(BlueprintCallable)
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static void TransferItemFromStorage(AFortPlayerController* Player, UFortWorldItem* Item, int32 Count);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void SetWargameActive(UObject* WorldContextObject, bool bActive);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void SetStormShieldDefenseType(UObject* WorldContextObject, EStormShieldDefense Type);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void SetOutpostGameDifficultyRow(UObject* WorldContextObject, const FDataTableRowHandle& GameDifficultyInfo);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void SetOutpostDefenseActive(UObject* WorldContextObject, bool bActive);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void SetIronCityMinMaxPowerLevels(UObject* WorldContextObject, float MinPowerLevel, float MaxPowerLevel);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void SetCriticalMissionJoinability(UObject* WorldContextObject, bool bJoinable);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void SaveIronCityLowestPlayerAccountLevel(UObject* WorldContextObject, int32 AccountLevel);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void SaveIronCityEarlyPlayerInfos(UObject* WorldContextObject);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject"))
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static FGameplayTag GetPlacementTagFromOutpostBuildingTag(UObject* WorldContextObject, const FGameplayTag& BuildingTag);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintPure)
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static UFortMissionConfigData* GetOutpostQuestMissionConfigDataFrontEnd(AFortPlayerControllerFrontEnd* FortPC, FGameplayTag ConfigTag);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject"))
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static UFortMissionConfigData* GetOutpostQuestMissionConfigData(UObject* WorldContextObject, FGameplayTag ConfigTag);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject"))
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static AFortPlayerControllerOutpost* GetOutpostOwner(UObject* WorldContextObject);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject"))
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static FGameplayTag GetOutpostBuildingTagFromPlacementTag(UObject* WorldContextObject, const FGameplayTag& PlacementTag);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject"))
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static UFortOutpostItemDefinition* GetOutpostBuildingItemDefinition(UObject* WorldContextObject, EOutpostBuildings Building);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static int32 GetIronCityAveragePlayerAccountLevel(UObject* WorldContextObject);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static FIronCityDifficultyInfo GetCachedIronCityDifficultyInfo(UObject* WorldContextObject);
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UFUNCTION(BlueprintCallable)
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static void FlushTransferRequests(AFortPlayerController* Player);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static bool DeployOutpostBuildingTagOnPlacementTag(UObject* WorldContextObject, const FGameplayTag& BuildingTag, const FGameplayTag& PlacementTag);
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UFUNCTION(BlueprintCallable)
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static void DeactivateCraftingTable(AFortPlayerControllerOutpost* FortPC);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static void CacheIronCityDifficultyInfo(UObject* WorldContextObject, int32 AccountLevel);
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UFUNCTION(BlueprintCallable)
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static void ActivateCraftingTable(AFortPlayerControllerOutpost* FortPC);
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};
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