mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
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48 lines
1.3 KiB
C++
48 lines
1.3 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "FortPlayerControllerPvE.h"
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#include "FortPlayerControllerKeep.generated.h"
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UCLASS(Blueprintable)
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class FORTNITEGAME_API AFortPlayerControllerKeep : public AFortPlayerControllerPvE {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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int32 WorkshopPickedItems;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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int32 ArmoryPickedItems;
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public:
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AFortPlayerControllerKeep();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintCallable, Exec)
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void StreamOutStuff();
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UFUNCTION(BlueprintCallable, Exec)
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void StreamInStuff();
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UFUNCTION(BlueprintCallable, Exec)
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void SetPermaniteAvailability(bool bAvailable);
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UFUNCTION(BlueprintCallable, Exec)
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void RestoreContainers();
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UFUNCTION(BlueprintCallable, Exec)
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void ResetContainers();
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UFUNCTION(BlueprintCallable, Exec)
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void DumpItemData();
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientUnloadFoundations();
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private:
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientSetPermaniteAvailability(bool bAvailable);
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};
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