mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-09-03 04:23:31 +00:00
73 lines
2.8 KiB
C++
73 lines
2.8 KiB
C++
#pragma once
|
|
#include "CoreMinimal.h"
|
|
#include "FortAttributeSet.h"
|
|
#include "FortGameplayAttributeData.h"
|
|
#include "FortHealthSet.generated.h"
|
|
|
|
UCLASS(Blueprintable, MinimalAPI)
|
|
class UFortHealthSet : public UFortAttributeSet {
|
|
GENERATED_BODY()
|
|
public:
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_Health, meta=(AllowPrivateAccess=true))
|
|
FFortGameplayAttributeData Health;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_MaxHealth, meta=(AllowPrivateAccess=true))
|
|
FFortGameplayAttributeData MaxHealth;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_CurrentShield, meta=(AllowPrivateAccess=true))
|
|
FFortGameplayAttributeData CurrentShield;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_Shield, meta=(AllowPrivateAccess=true))
|
|
FFortGameplayAttributeData Shield;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
|
|
FFortGameplayAttributeData Armor;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
|
|
FFortGameplayAttributeData DamageResistance;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
|
|
FFortGameplayAttributeData DamageVulnerability;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
|
|
FFortGameplayAttributeData ReflectDamageAbsolute;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
|
|
FFortGameplayAttributeData ReflectDamageFromSource;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
|
|
FFortGameplayAttributeData HealingSourceBaseMultiplier;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
FFortGameplayAttributeData Damage;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
FFortGameplayAttributeData ShieldDamage;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
|
|
FFortGameplayAttributeData HealingSource;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
|
|
FFortGameplayAttributeData HealingBonusTarget;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
FFortGameplayAttributeData Healing;
|
|
|
|
UFortHealthSet();
|
|
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnRep_Shield();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnRep_MaxHealth();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnRep_Health();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnRep_CurrentShield();
|
|
|
|
};
|
|
|