mirror of
https://github.com/ApfelTeeSaft/UnrealEvent.git
synced 2026-08-27 03:43:40 +00:00
260 lines
10 KiB
C++
260 lines
10 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "UObject/Object.h"
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#include "GameFramework/OnlineReplStructs.h"
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#include "AthenaRemotePlayerViewData.generated.h"
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class AActor;
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class AFortPlayerPawn;
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class AFortPlayerStateAthena;
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class AFortWeapon;
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class UAthenaRemotePlayerViewData;
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UCLASS(Blueprintable)
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class UAthenaRemotePlayerViewData : public UObject {
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GENERATED_BODY()
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public:
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FWeaponDelegate, UAthenaRemotePlayerViewData*, PlayerData, AFortWeapon*, WeaponParam);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FVehicleDelegate, UAthenaRemotePlayerViewData*, PlayerData, AActor*, VehicleParam1, AActor*, VehicleParam2);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FUInt8Delegate, UAthenaRemotePlayerViewData*, PlayerData, uint8, IntParam);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FStringDelegate, UAthenaRemotePlayerViewData*, PlayerData, const FString&, StringParam);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FPlayerStateDelegate, UAthenaRemotePlayerViewData*, PlayerData, AFortPlayerStateAthena*, PlayerState);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FPawnDelegate, UAthenaRemotePlayerViewData*, PlayerData, AFortPlayerPawn*, PawnParam);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FLinearColorDelegate, UAthenaRemotePlayerViewData*, PlayerData, FLinearColor, ColorParam);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FIntDelegate, UAthenaRemotePlayerViewData*, PlayerData, int32, IntParam);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FFloatDelegate, UAthenaRemotePlayerViewData*, PlayerData, float, FloatParam);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FBoolDelegate, UAthenaRemotePlayerViewData*, PlayerData, bool, BoolParam);
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FPlayerStateDelegate OnPlayerStateChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FLinearColorDelegate OnTeamColorChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FUInt8Delegate OnSquadIdChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FStringDelegate OnPlayerNameChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FIntDelegate OnKillScoreChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FStringDelegate OnLocationChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFloatDelegate OnHealthHealed;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFloatDelegate OnHealthDamaged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFloatDelegate OnShieldHealed;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFloatDelegate OnShieldDamaged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FBoolDelegate OnDBNOStateChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FBoolDelegate OnDeadStateChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FBoolDelegate OnBeingRevivedStateChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FBoolDelegate OnDisconnectedChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FPawnDelegate OnPlayerPawnChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FWeaponDelegate OnWeaponChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FIntDelegate OnDistanceToStormChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FIntDelegate OnPlaceChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FIntDelegate OnMaterialCountChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFloatDelegate OnStormcapScoreChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FBoolDelegate OnIsInRelevancyChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FBoolDelegate OnIsFollowedPlayerChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FBoolDelegate OnIsReplayRelevancyPlayerChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVehicleDelegate OnVehicleStateChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFloatDelegate OnVehicleHealthHealed;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFloatDelegate OnVehicleHealthDamaged;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FUniqueNetIdRepl PlayerUID;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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AFortPlayerStateAthena* PlayerState;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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AFortPlayerPawn* CachedPlayerPawn;
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public:
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UAthenaRemotePlayerViewData();
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UFUNCTION(BlueprintCallable)
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void UpdatePlayerPawn();
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UFUNCTION(BlueprintCallable)
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void UpdateDistanceToStorm();
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UFUNCTION(BlueprintCallable)
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void SetPlayerState(AFortPlayerStateAthena* InPlayerState);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetVehicleMaxHealth() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetVehicleHealthPercent() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetVehicleHealth() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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AActor* GetVehicle() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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FLinearColor GetTeamColor() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetStormcapScore() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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uint8 GetSquadId() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetShieldPercent() const;
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UFUNCTION(BlueprintCallable)
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FUniqueNetIdRepl GetPlayerUID() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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AFortPlayerStateAthena* GetPlayerState() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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AFortPlayerPawn* GetPlayerPawn() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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FString GetPlayerName() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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int32 GetPlace() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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int32 GetMaterialCount() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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FString GetLocation() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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int32 GetKillScore() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetIsReplayRelevancyPlayer() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetIsInRelevancy() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetIsFollowedPlayer() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetIsEliminated() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetIsDrivingVehicle() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetIsDisconnected() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetIsDead() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetIsDBNO() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetIsBeingRevived() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetInAircraft() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetHealthPercent() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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int32 GetDistanceToStorm() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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AFortWeapon* GetCurrentWeapon() const;
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private:
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UFUNCTION(BlueprintCallable)
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void ForwardOnWeaponChanged(AFortWeapon* InNewWeapon, AFortWeapon* InPrevWeapon);
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UFUNCTION(BlueprintCallable)
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void ForwardOnVehicleStateChanged(AFortPlayerPawn* InPawn, AActor* InNewVehicle, AActor* InOldVehicle);
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UFUNCTION(BlueprintCallable)
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void ForwardOnVehicleHealthChanged();
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UFUNCTION(BlueprintCallable)
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void ForwardOnStormcapScoreChanged(float InScore);
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UFUNCTION(BlueprintCallable)
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void ForwardOnSquadIdChanged(uint8 InSquadId);
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UFUNCTION(BlueprintCallable)
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void ForwardOnPlayerNameChanged(AFortPlayerStateAthena* InPlayerState, const FString& InPlayerName);
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UFUNCTION(BlueprintCallable)
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void ForwardOnPlaceChanged(int32 InPlace);
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UFUNCTION(BlueprintCallable)
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void ForwardOnLocationChanged(const FString& InLocation);
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UFUNCTION(BlueprintCallable)
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void ForwardOnKillScoreChanged(AFortPlayerStateAthena* InPlayerState, int32 InKillScore);
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UFUNCTION(BlueprintCallable)
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void ForwardOnHitPointsStateChanged(AFortPlayerStateAthena* InPlayerState, float InHealthPercent, float InShieldPercent);
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UFUNCTION(BlueprintCallable)
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void ForwardOnDisconnectedChanged(AFortPlayerStateAthena* InPlayerState, bool bInIsDisconnected);
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UFUNCTION(BlueprintCallable)
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void ForwardOnDeadStateChanged(AFortPlayerStateAthena* InPlayerState, bool bInIsDead);
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UFUNCTION(BlueprintCallable)
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void ForwardOnDBNOStateChanged(AFortPlayerStateAthena* InPlayerState, bool bInIsDBNO);
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UFUNCTION(BlueprintCallable)
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void ForwardOnBeingRevivedStateChanged(AFortPlayerStateAthena* InPlayerState, bool bInIsBeingRevived);
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};
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