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62 lines
2.1 KiB
C++
62 lines
2.1 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "GameFramework/Actor.h"
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#include "GameFramework/OnlineReplStructs.h"
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#include "FortSaveFileBuildingInstructionsHandler.generated.h"
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class AFortPlayerController;
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class UFortBuildingInstructions;
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UCLASS(Blueprintable, Config=Game)
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class FORTNITEGAME_API AFortSaveFileBuildingInstructionsHandler : public AActor {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString SaveFileName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector LoadedBuildingsScale;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector LoadedBuildingsAdditionalTranslation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bUseAbsoluteCoordinates: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bTrackDestroyedBuildings: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftObjectPtr<UFortBuildingInstructions> DefaultBuildingInstructions;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bLoadInvisible: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bDespawnOnBuildingsSpawned: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bSpawnBuildingsAutomaticallyAfterLoad: 1;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FUniqueNetIdRepl OperationUserId;
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public:
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AFortSaveFileBuildingInstructionsHandler();
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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bool SaveBuildings(AFortPlayerController* FortPC);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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bool ResetBuildings();
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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void LoadBuildings(AFortPlayerController* FortPC);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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bool AreBuildingsLoaded();
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};
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