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41 lines
1.3 KiB
C++
41 lines
1.3 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "CineCameraComponent.h"
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#include "FortSpectatorCameraComponent.generated.h"
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class AActor;
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class AFortPlayerControllerSpectating;
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class UCurveVector;
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class UFortSpectateBlend;
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UCLASS(Blueprintable, ClassGroup=Custom, Config=Game, meta=(BlueprintSpawnableComponent))
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class UFortSpectatorCameraComponent : public UCineCameraComponent {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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AFortPlayerControllerSpectating* SpectatorController;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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AActor* IntendedViewTarget;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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UFortSpectateBlend* CurrentBlend;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UCurveVector* ScreenFringeFOVCurve;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ZoomRate;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float FocalLengthInterpSpeed;
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public:
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UFortSpectatorCameraComponent();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetAutoCameraCutDistanceThreshold() const;
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};
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