mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-09-03 04:23:31 +00:00
90 lines
3.6 KiB
C++
90 lines
3.6 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "AllInCountdownInitiatedDelegate.h"
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#include "PlayerStartupControllerCreatedDelegate.h"
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#include "PlayerStartupControllerDestroyedDelegate.h"
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#include "PlayerStartupControllerRegisteredDelegate.h"
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#include "FortPlayerStartupController.generated.h"
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class AFortPlayerControllerZone;
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UCLASS(Blueprintable, Config=Game)
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class FORTNITEGAME_API AFortPlayerStartupController : public AActor {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool UseIndividualHoldingAreas;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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float DelayAfterFirstInTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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float ContainmentTimer;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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float AllInCountdownTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ErodeShieldTime;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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float StopJoinabilityTime;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool DestroyImmediately;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FPlayerStartupControllerCreated OnPlayerStartupControllerCreated;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FPlayerStartupControllerRegistered OnPlayerStartupControllerRegistered;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FAllInCountdownInitiated OnAllInCountdownInitiated;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FPlayerStartupControllerDestroyed OnPlayerStartupControllerDestroyed;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FPlayerStartupControllerDestroyed OnResetContainmentTimer;
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AFortPlayerStartupController();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintImplementableEvent)
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void OnPlayerLoadedIn_BP(AFortPlayerControllerZone* NewPlayerPC);
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintImplementableEvent)
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void OnAllPlayersLoadedIn_BP();
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintNativeEvent)
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void HandlePlayerStartupControllerReset();
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintNativeEvent)
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void HandlePlayerStartupControllerRegistered();
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintNativeEvent)
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void HandlePlayerStartupControllerDestroyed();
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintNativeEvent)
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void HandlePlayerStartupControllerCreated();
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable, BlueprintNativeEvent)
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void HandleAllInCountdownInitiated();
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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int32 GetNumPlayersStillWaitingFor();
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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int32 GetNumPlayersExpected();
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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int32 GetNumPlayersCurrentlyReady();
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UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
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float GetContainmentTimeRemaining();
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};
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