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https://github.com/FortniteModdingHub/FNGameProj.git
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55 lines
2.2 KiB
C++
55 lines
2.2 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "TickableAttributeSetInterface.h"
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#include "FortAttributeSet.h"
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#include "FortGameplayAttributeData.h"
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#include "FortControlResistanceSet.generated.h"
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UCLASS(Blueprintable, MinimalAPI)
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class UFortControlResistanceSet : public UFortAttributeSet/*, public ITickableAttributeSetInterface*/ {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_ControlResistance, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData ControlResistance;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_MaxControlResistance, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData MaxControlResistance;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData ControlResistanceRegenRate;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData ControlResistanceRegenDelay;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData ControlResistanceRegenThreshold;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData KnockbackThreshold;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData KnockbackMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData ImpactDamageResistance;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData ImpactDamageMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData ImpactDamage;
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UFortControlResistanceSet();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintCallable)
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void OnRep_MaxControlResistance();
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UFUNCTION(BlueprintCallable)
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void OnRep_ControlResistance();
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// Fix for true pure virtual functions not being implemented
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};
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