mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
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109 lines
4.2 KiB
C++
109 lines
4.2 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "FortAttributeSet.h"
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#include "FortGameplayAttributeData.h"
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#include "FortDamageSet.generated.h"
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UCLASS(Blueprintable, MinimalAPI)
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class UFortDamageSet : public UFortAttributeSet {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_OutgoingBaseDamage, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData OutgoingBaseDamage;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_OutgoingBaseEnvironmentalDamage, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData OutgoingBaseEnvironmentalDamage;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_OutgoingBaseImpactDamage, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData OutgoingBaseImpactDamage;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_OutgoingAbilityDamage, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData OutgoingAbilityDamage;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_OutgoingBaseAbilityDamageMultiplier, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData OutgoingBaseAbilityDamageMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_ZoneCritMultiplier, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData ZoneCritMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_DiceCritChance, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData DiceCritChance;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_DiceCritMultiplier, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData DiceCritMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_KnockbackMagnitude, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData KnockbackMagnitude;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_KnockbackZAngle, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData KnockbackZAngle;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_StunTime, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData StunTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_WeaponSkill, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData WeaponSkill;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData CritRating;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData MaxMeleeComboLevel;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_ShieldDamageScale, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData ShieldDamageScale;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_HealthDamageScale, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData HealthDamageScale;
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public:
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UFortDamageSet();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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protected:
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UFUNCTION(BlueprintCallable)
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void OnRep_ZoneCritMultiplier();
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UFUNCTION(BlueprintCallable)
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void OnRep_WeaponSkill();
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UFUNCTION(BlueprintCallable)
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void OnRep_StunTime();
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UFUNCTION(BlueprintCallable)
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void OnRep_ShieldDamageScale();
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UFUNCTION(BlueprintCallable)
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void OnRep_OutgoingBaseImpactDamage();
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UFUNCTION(BlueprintCallable)
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void OnRep_OutgoingBaseEnvironmentalDamage();
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UFUNCTION(BlueprintCallable)
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void OnRep_OutgoingBaseDamage();
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UFUNCTION(BlueprintCallable)
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void OnRep_OutgoingBaseAbilityDamageMultiplier();
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UFUNCTION(BlueprintCallable)
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void OnRep_OutgoingAbilityDamage();
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UFUNCTION(BlueprintCallable)
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void OnRep_KnockbackZAngle();
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UFUNCTION(BlueprintCallable)
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void OnRep_KnockbackMagnitude();
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UFUNCTION(BlueprintCallable)
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void OnRep_HealthDamageScale();
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UFUNCTION(BlueprintCallable)
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void OnRep_DiceCritMultiplier();
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UFUNCTION(BlueprintCallable)
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void OnRep_DiceCritChance();
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};
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