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https://github.com/FortniteModdingHub/FNGameProj.git
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49 lines
1.7 KiB
C++
49 lines
1.7 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "FortClientPilot_Base.h"
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#include "FortClientPilot_FrontendBase.generated.h"
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UCLASS(Blueprintable)
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class UFortClientPilot_FrontendBase : public UFortClientPilot_Base {
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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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bool bWaitingForSkillTreePurchase;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bWaitingForWorkerSlot;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 NumSkillPurchasesAttempted;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 MaxSkillPurchaseAttempts;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 NumWorkerSlotsAttempted;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 MaxWorkerSlotAttempts;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 LoopsSpentWaitingForFrontend;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float LobbyActionTimer;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float TimeBetweenLobbyActions;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bHasAttemptedAbandon;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float LastMatchmakeTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float LastLoginCycleTime;
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UFortClientPilot_FrontendBase();
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};
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