mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-09-02 12:33:25 +00:00
246 lines
8.9 KiB
C++
246 lines
8.9 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "GameFramework/OnlineReplStructs.h"
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#include "EFortVoteType.h"
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#include "FortAbilitySetHandle.h"
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#include "FortPlayerControllerGameplay.h"
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#include "FortPlayerDeathReport.h"
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#include "FortPlayerScoreReport.h"
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#include "FortVoteConfig.h"
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#include "OnSkyDivingStateChangeDelegate.h"
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#include "OnVehicleSeatTransitionTargetIndexChangeDelegate.h"
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#include "FortPlayerControllerZone.generated.h"
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class AActor;
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class AController;
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class AFortPlayerStateZone;
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class APawn;
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class IFortHUDTargetUnderReticleInterface;
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class UFortHUDTargetUnderReticleInterface;
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class UInputComponent;
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UCLASS(Blueprintable)
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class FORTNITEGAME_API AFortPlayerControllerZone : public AFortPlayerControllerGameplay {
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GENERATED_BODY()
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public:
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FOnPlayerStartedRespawn);
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnSkyDivingStateChange OnBeginSkydiving;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnSkyDivingStateChange OnEndSkydiving;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnVehicleSeatTransitionTargetIndexChange OnVehicleSeatTransitionTargetIndexChange;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnPlayerStartedRespawn OnStartedRespawn;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bDontChangeReticleColorForEnemy;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float LastVehicleSeatSwitchTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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APawn* PlayerToSpectateOnDeath;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TSet<FGuid> GadgetTrackedAttributeItemInstanceIds;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TMap<FGuid, FFortAbilitySetHandle> AppliedInGameModifierAbilitySetHandles;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UInputComponent* DeathInputComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UInputComponent* RemoteControlledPawnInputComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FFortPlayerDeathReport PlayerDeathReport;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bClientNotifiedOfPawnDied;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bEnterCameraModeOnDeath;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TScriptInterface<IFortHUDTargetUnderReticleInterface> HUDTargetUnderReticle;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FUniqueNetIdRepl> RejoinablePartyMembers;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float LastScoreEarnedTime;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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int32 VehicleSeatTransitionTargetIndex;
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_VoiceChatChannel, meta=(AllowPrivateAccess=true))
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FString VoiceChatChannel;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
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TArray<AActor*> DesyncNotifyList;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bJetpackExecuteToggle;
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public:
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AFortPlayerControllerZone();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintCallable, Exec)
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void TestVehicleVelocity(const FString& Command);
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UFUNCTION(BlueprintCallable)
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void SpectateOnDeath();
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private:
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UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
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void ServerVoiceChatRequestJoinToken(const FString& ChannelName);
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public:
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UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
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void ServerSubmitGameplayVote(EFortVoteType VoteType, int32 VoteDecision);
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UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
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void ServerSpectatePlayerState(AFortPlayerStateZone* PlayerToSpectate, bool bAllowStateChange);
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UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
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void ServerSpectatePlayer(APawn* NewPlayerToSpectate, bool bAllowStateChange);
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UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
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void ServerSetShouldDisablePlayerTeleportingDuringMissionResults();
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UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
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void ServerSendPartyJoinInfoToPlayer(const FUniqueNetIdRepl& RecipientId, const FString& JoinInfoStr);
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UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
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void ServerSendLoadoutConfig(int32 LoadoutSeed, const TArray<uint8>& Loadout);
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UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
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void ServerRequestSeatChange(int32 TargetSeatIndex);
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UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
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void ServerEndGameplayVote(EFortVoteType VoteType);
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protected:
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UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
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void ServerDetachFromRemoteControlledPawn();
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UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
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void ServerDestroyFromRemoteControlledPawn();
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public:
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UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
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void ServerBeginGameplayVote(EFortVoteType VoteType, FFortVoteConfig VoteConfig);
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UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
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void ServerAttemptExitVehicle();
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protected:
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UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
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void ServerActivateMission();
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public:
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UFUNCTION(BlueprintCallable, Exec)
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void RewindVehicle(const FString& Command);
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UFUNCTION(BlueprintCallable)
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void ResurrectPlayer();
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UFUNCTION(BlueprintCallable)
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void RespawnPlayer();
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UFUNCTION(BlueprintCallable)
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void ResetExecuteJetpackToggle();
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UFUNCTION(BlueprintCallable)
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void PushDeathInputComponent();
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UFUNCTION(BlueprintCallable)
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void PopDeathInputComponent();
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UFUNCTION(BlueprintCallable)
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void OnRep_VoiceChatChannel();
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UFUNCTION(BlueprintCallable, Exec)
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void KillAllVehicles(const FString& Command);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsUsingHideOtherPlayerNames() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsUsingAnonymousMode() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsUsingAnonymousCharacterMode() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsClientNotifiedOfPawnDied() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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int32 GetVehicleSeatTransitionTargetIndex() const;
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UFUNCTION(BlueprintCallable)
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FString GetSpectatingPlayerName();
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UFUNCTION(BlueprintCallable)
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void FollowPreviousTeammate();
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UFUNCTION(BlueprintCallable)
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void FollowNextTeammate();
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UFUNCTION(BlueprintCallable, Exec)
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void DumpPhysicsVehicleBuffer(const FString& Command);
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protected:
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UFUNCTION(BlueprintCallable)
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void DisableRangedWeaponScopeFX();
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private:
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientVoiceChatSendJoinToken(bool bSuccess, const FString& Error, const FString& Token);
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public:
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientSendPartyJoinInfoToPlayer(const FString& JoinInfoStr);
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UFUNCTION(Client, Reliable)
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void ClientPresentGameplayVote(uint32 Payload);
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientOnZoneEndScoreReports(const TArray<FFortPlayerScoreReport>& ScoreReports);
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientOnPawnSpawned();
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientOnPawnRevived(AController* EventInstigator);
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientOnPawnDied(FFortPlayerDeathReport DeathReport);
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientClearDeathNotification();
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void ClientAckLoadoutConfig(int32 LoadoutSeed);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool CanFollowTeammate() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool AreResurrectionAndRespawnTimeRemainingValid() const;
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};
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