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https://github.com/FortniteModdingHub/FNGameProj.git
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60 lines
2.0 KiB
C++
60 lines
2.0 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 "OnIsSpectatorTargetChangedDelegate.h"
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#include "OnKillsChangedDelegate.h"
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#include "AthenaSpectatorPlayerListRowData.generated.h"
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class AFortPlayerStateAthena;
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UCLASS(Blueprintable)
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class FORTNITEGAME_API UAthenaSpectatorPlayerListRowData : public UObject {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnIsSpectatorTargetChanged OnIsSpectatorTargetChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnKillsChanged OnKillsChanged;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 Rank;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 TeamNumber;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FLinearColor TeamColor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString PlayerName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 Kills;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool IsRecordingPlayer;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool IsSpectatorTarget;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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AFortPlayerStateAthena* PlayerState;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FUniqueNetIdRepl PlayerUniqueId;
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public:
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UAthenaSpectatorPlayerListRowData();
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UFUNCTION(BlueprintCallable)
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void SetKills(AFortPlayerStateAthena* PS, int32 InKills);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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AFortPlayerStateAthena* GetPlayerState();
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};
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