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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 "Engine/EngineTypes.h"
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#include "EFortMovementStyle.h"
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#include "SharedRepMovement.generated.h"
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USTRUCT(BlueprintType)
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struct FSharedRepMovement {
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GENERATED_BODY()
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public:
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UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FRepMovement RepMovement;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float RepTimeStamp;
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UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint32 RemoteViewData32;
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UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint16 AccelerationPack;
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UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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int8 AccelerationZPack;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 RepMovementMode;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 JumpFlashCountPacked;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint8 LandingFlashCountPacked;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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EFortMovementStyle CurrentMovementStyle;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bProxyIsJumpForceApplied;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bIsCrouched;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bIsSkydiving;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bIsParachuteOpen;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bIsSlopeSliding;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bIsProxySimulationTimedOut;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bIsTargeting;
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FORTNITEGAME_API FSharedRepMovement();
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};
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