mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-09-02 12:33:25 +00:00
197 lines
7.1 KiB
C++
197 lines
7.1 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "UObject/NoExportTypes.h"
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#include "UObject/NoExportTypes.h"
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#include "Engine/CurveTable.h"
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#include "BuildingTimeOfDayLights.h"
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#include "ChosenQuotaInfo.h"
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#include "EFortRarity.h"
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#include "FortSearchBounceData.h"
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#include "BuildingContainer.generated.h"
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class UCurveFloat;
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class UFortWorldItemDefinition;
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class UMaterialInterface;
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class USoundCue;
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class UStaticMesh;
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UCLASS(Blueprintable, MinimalAPI)
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class ABuildingContainer : public ABuildingTimeOfDayLights {
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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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USoundCue* SearchingSoundCueLoop;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundCue* LootRepeatSoundCue;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundCue* OnDamageSoundCue;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundCue* OnDeathSoundCue;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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UStaticMesh* SearchedMesh;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, meta=(AllowPrivateAccess=true))
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TArray<UMaterialInterface*> SearchedMaterialOverrides;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bSpawnedActor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FName SearchLootTierGroup;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FChosenQuotaInfo SearchLootTierChosenQuotaInfo;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, SaveGame, meta=(AllowPrivateAccess=true))
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FName ContainerLootTierKey;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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int32 ReplicatedLootTier;
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector2D NumItemsToDropRange;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float SearchBounceRadiusOverride;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFortWorldItemDefinition* LootTestingData;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float LootNoiseRange;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector LootSpawnLocation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector LootFinalLocation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector InstancedLoot_TossDirection;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float InstancedLoot_TossSpeed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float InstancedLoot_TossConeHalfAngle;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector LootSpawnLocation_Athena;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FRotator LootTossDirection_Athena;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float LootTossSpeed_Athena;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float LootTossConeHalfAngle_Athena;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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EFortRarity HighestRarity;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bAlwaysShowContainer: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bAlwaysMaintainLoot: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bDestroyContainerOnSearch: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_bAlreadySearched, meta=(AllowPrivateAccess=true))
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uint8 bAlreadySearched: 1;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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uint8 bBuriedTreasure: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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uint8 bHasRaisedTreasure: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bStartAlreadySearched_Athena: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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uint8 bRegenerateLoot: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 bUseLocationForDrop: 1;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float LootedWeaponsDurabilityModifier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=BounceContainer, meta=(AllowPrivateAccess=true))
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FFortSearchBounceData SearchBounceData;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FCurveTableRowHandle SearchSpeed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText SearchText;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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UCurveFloat* CurrentInteractBounceCurve;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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UCurveFloat* CurrentInteractBounceNormalCurve;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float SavedReservedRandomValueResult;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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float TimeUntilLootRegenerates;
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public:
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ABuildingContainer();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintCallable)
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void RaiseTreasure();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnSetSearched();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnSearchInterrupted();
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UFUNCTION(BlueprintCallable)
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void OnRep_bAlreadySearched();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnRaiseTreasure();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnLootReset();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnLootRepeat();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnLoot();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnBeginSearch();
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UFUNCTION(BlueprintCallable)
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int32 GetLootTier();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void EnableBacchusHighlight();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void DisableBacchusHighlight();
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UFUNCTION(BlueprintCallable)
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void BounceContainer();
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};
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