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https://github.com/FortniteModdingHub/FNGameProj.git
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73 lines
2.6 KiB
C++
73 lines
2.6 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "Styling/SlateBrush.h"
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#include "Fonts/SlateFontInfo.h"
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#include "FortMiniMapIndicator.h"
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#include "FortMiniMapTeamIndicators.generated.h"
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class AFortPlayerController;
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class AFortPlayerControllerSpectating;
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class UAthenaIndicatorPlayersCache;
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UCLASS(Abstract, Blueprintable, MinimalAPI)
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class UFortMiniMapTeamIndicators : public UFortMiniMapIndicator {
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GENERATED_BODY()
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public:
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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AFortPlayerController* PlayerController;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bSpectating;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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AFortPlayerControllerSpectating* SpectatorPC;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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UAthenaIndicatorPlayersCache* IndicatedPlayersCache;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float PlatformScale;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FSlateBrush SquadPlayerBrush;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FSlateBrush TeamPlayerBrush;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FSlateBrush EnemyPlayerBrush;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FSlateBrush SpectatedPlayerBrush;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FSlateBrush SpectatedPlayerVehicleBrush;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FSlateBrush MiniMapIconBrushDBNO;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FLinearColor MinimapIconColorSelf;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FLinearColor MinimapIconColorTeammate;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FLinearColor MinimapIconColorEnemy;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FLinearColor> MinimapIconColorEnemy_MultiTeam;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FSlateBrush PlayerNameBackgroundBrush;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FSlateFontInfo PlayerNameFontInfo;
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public:
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UFortMiniMapTeamIndicators();
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};
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