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https://github.com/FortniteModdingHub/FNGameProj.git
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58 lines
2.0 KiB
C++
58 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 "Engine/EngineTypes.h"
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#include "FortClientPilot_Base.h"
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#include "FortClientPilot_GameplayBase.generated.h"
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class AFortPlayerPawn;
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class UFortClientPilot_BuildingScript;
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class UFortWorldItem;
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UCLASS(Blueprintable)
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class UFortClientPilot_GameplayBase : 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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float LastRandomTurnTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float LastPickLootTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float LastPickEnemyTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float LastEnemyKilledTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float LastBuildingKilledTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float LastGoodInteraction;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float LastCheckGoodTarget;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float LastPickEditTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector ViewLocation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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AFortPlayerPawn* MyPawn;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<UFortWorldItem*> ItemsToCheckForMaxStackSize;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<UFortClientPilot_BuildingScript*> BuildingScripts;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FTimerHandle MissionEndTimerHandle;
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UFortClientPilot_GameplayBase();
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};
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