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https://github.com/FortniteModdingHub/FNGameProj.git
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58 lines
2.3 KiB
C++
58 lines
2.3 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "FortAttributeFuelInterface.h"
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#include "FortAttributeSet.h"
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#include "FortGameplayAttributeData.h"
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#include "FortJumpBoostSet.generated.h"
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UCLASS(Blueprintable, MinimalAPI)
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class UFortJumpBoostSet : public UFortAttributeSet, public IFortAttributeFuelInterface {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData BoostActive;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData MaxFuel;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData Fuel;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData ReserveMaxFuel;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData ReserveFuel;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData FuelBurnRate;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData FuelRegenRate;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData FuelRegenDelay;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData BoostFuelCost;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData UpwardThrust;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData LateralThrust;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData UpwardAcceleration;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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FFortGameplayAttributeData LateralAcceleration;
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UFortJumpBoostSet();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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// Fix for true pure virtual functions not being implemented
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};
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