mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
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184 lines
7.8 KiB
C++
184 lines
7.8 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 "FortHomebaseSet.generated.h"
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UCLASS(Blueprintable, MinimalAPI)
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class UFortHomebaseSet : public UFortAttributeSet {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_Keep_Level, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData Keep_Level;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_Keep_AmmoStash_Level, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData Keep_AmmoStash_Level;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_Keep_Armory_Level, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData Keep_Armory_Level;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_Keep_Medical_Level, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData Keep_Medical_Level;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_Keep_Storage_Level, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData Keep_Storage_Level;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_Keep_Workshop_Level, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData Keep_Workshop_Level;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_Keep_StructureCap, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData Keep_StructureCap;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_Keep_PermaniteCap, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData Keep_PermaniteCap;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_Manor_Level, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData Manor_Level;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_Manor_StructureCap, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData Manor_StructureCap;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_InventorySizeBonus, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData InventorySizeBonus;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_WorldInventorySizeBonus, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData WorldInventorySizeBonus;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_StorageInventorySizeBonus, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData StorageInventorySizeBonus;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_ResearchPointMaxBonus, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData ResearchPointMaxBonus;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_MaxLevelBonus_Global, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData MaxLevelBonus_Global;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_MaxLevelBonus_Schematics, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData MaxLevelBonus_Schematics;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_MaxLevelBonus_Schematics_Ranged, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData MaxLevelBonus_Schematics_Ranged;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_MaxLevelBonus_Schematics_Melee, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData MaxLevelBonus_Schematics_Melee;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_MaxLevelBonus_Schematics_Traps, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData MaxLevelBonus_Schematics_Traps;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_MaxLevelBonus_Personnel, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData MaxLevelBonus_Personnel;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_MaxLevelBonus_Alterations, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData MaxLevelBonus_Alterations;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_rate_per_second_collector_Token_collectionresource_nodegatetoken01, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData rate_per_second_collector_Token_collectionresource_nodegatetoken01;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_max_capacity_collector_Token_collectionresource_nodegatetoken01, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData max_capacity_collector_Token_collectionresource_nodegatetoken01;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_SupplyDrop_Magnitude, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData SupplyDrop_Magnitude;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_SupplyDrop_Level, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData SupplyDrop_Level;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData ExpeditionSquadOne_Power;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData ExpeditionSquadTwo_Power;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData ExpeditionSquadThree_Power;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData ExpeditionSquadFour_Power;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData ExpeditionSquadFive_Power;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData ExpeditionSquadSix_Power;
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UFortHomebaseSet();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintCallable)
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void OnRep_WorldInventorySizeBonus();
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UFUNCTION(BlueprintCallable)
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void OnRep_SupplyDrop_Magnitude();
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UFUNCTION(BlueprintCallable)
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void OnRep_SupplyDrop_Level();
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UFUNCTION(BlueprintCallable)
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void OnRep_StorageInventorySizeBonus();
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UFUNCTION(BlueprintCallable)
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void OnRep_ResearchPointMaxBonus();
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UFUNCTION(BlueprintCallable)
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void OnRep_rate_per_second_collector_Token_collectionresource_nodegatetoken01();
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UFUNCTION(BlueprintCallable)
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void OnRep_MaxLevelBonus_Schematics_Traps();
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UFUNCTION(BlueprintCallable)
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void OnRep_MaxLevelBonus_Schematics_Ranged();
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UFUNCTION(BlueprintCallable)
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void OnRep_MaxLevelBonus_Schematics_Melee();
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UFUNCTION(BlueprintCallable)
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void OnRep_MaxLevelBonus_Schematics();
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UFUNCTION(BlueprintCallable)
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void OnRep_MaxLevelBonus_Personnel();
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UFUNCTION(BlueprintCallable)
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void OnRep_MaxLevelBonus_Global();
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UFUNCTION(BlueprintCallable)
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void OnRep_MaxLevelBonus_Alterations();
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UFUNCTION(BlueprintCallable)
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void OnRep_max_capacity_collector_Token_collectionresource_nodegatetoken01();
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UFUNCTION(BlueprintCallable)
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void OnRep_Manor_StructureCap();
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UFUNCTION(BlueprintCallable)
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void OnRep_Manor_Level();
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UFUNCTION(BlueprintCallable)
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void OnRep_Keep_Workshop_Level();
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UFUNCTION(BlueprintCallable)
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void OnRep_Keep_StructureCap();
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UFUNCTION(BlueprintCallable)
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void OnRep_Keep_Storage_Level();
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UFUNCTION(BlueprintCallable)
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void OnRep_Keep_PermaniteCap();
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UFUNCTION(BlueprintCallable)
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void OnRep_Keep_Medical_Level();
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UFUNCTION(BlueprintCallable)
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void OnRep_Keep_Level();
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UFUNCTION(BlueprintCallable)
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void OnRep_Keep_Armory_Level();
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UFUNCTION(BlueprintCallable)
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void OnRep_Keep_AmmoStash_Level();
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UFUNCTION(BlueprintCallable)
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void OnRep_InventorySizeBonus();
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};
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