Files
FNGameProj/Source/FortniteGame/Public/BuildingContainer.h
2024-01-21 00:41:14 +01:00

197 lines
7.1 KiB
C++

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