Files
2024-01-21 00:41:14 +01:00

298 lines
11 KiB
C++

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "GameFramework/PlayerState.h"
#include "GameFramework/OnlineReplStructs.h"
#include "VisualLogger/VisualLoggerDebugSnapshotInterface.h"
#include "AbilitySystemInterface.h"
#include "CustomCharacterParts.h"
#include "EFortCustomBodyType.h"
#include "EFortCustomGender.h"
#include "EFortPlayerRole.h"
#include "EReadyCheckState.h"
#include "ETrustedPlatformType.h"
#include "FortExperienceDelta.h"
#include "FortPlayerAttributeSets.h"
#include "FortTeamActorInterface.h"
#include "ReplicatedStatValues.h"
#include "FortPlayerState.generated.h"
class AActor;
class AFortPickup;
class AFortPlayerPawn;
class AFortTeamInfo;
class AFortTeamPrivateInfo;
class UCustomCharacterPart;
class UCustomColorSwatch;
class UCustomPlayerComponent;
class UFortAbilitySystemComponent;
class UFortAwardItemDefinition;
class UFortHeroType;
UCLASS(Blueprintable)
class FORTNITEGAME_API AFortPlayerState : public APlayerState, public IFortTeamActorInterface/*, public IAbilitySystemInterface*/, public IVisualLoggerDebugSnapshotInterface {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
uint8 bIsWorldDataOwner: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_SessionOwner, meta=(AllowPrivateAccess=true))
uint8 bIsGameSessionOwner: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
uint8 bIsGameSessionAdmin: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
uint8 bIsReadyToContinue: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
uint8 bHasFinishedLoading: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_bHasStartedPlaying, meta=(AllowPrivateAccess=true))
uint8 bHasStartedPlaying: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_ShowHeroBackpack, meta=(AllowPrivateAccess=true))
uint8 bShowHeroBackpack: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_ShowHeroHeadAccessories, meta=(AllowPrivateAccess=true))
uint8 bShowHeroHeadAccessories: 1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
uint8 bRepFlag1: 1;
UPROPERTY(EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
EFortPlayerRole PlayerRole;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_PartyOwner, meta=(AllowPrivateAccess=true))
FUniqueNetIdRepl PartyOwnerUniqueId;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
int32 WorldPlayerId;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_HeroId, meta=(AllowPrivateAccess=true))
FString HeroId;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_HeroType, meta=(AllowPrivateAccess=true))
UFortHeroType* HeroType;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_CurrentCharXP, meta=(AllowPrivateAccess=true))
int32 CurrentCharXP;
UPROPERTY(EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
TWeakObjectPtr<AFortPickup> MyBackpackPickup;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_ScoreStatChanged, meta=(AllowPrivateAccess=true))
int32 InitialExperienceLevel;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_ScoreStatChanged, meta=(AllowPrivateAccess=true))
int32 InitialExperienceAmount;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_ScoreStatChanged, meta=(AllowPrivateAccess=true))
TArray<FFortExperienceDelta> ExperienceDeltas;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<UFortAwardItemDefinition*> Awards;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_Platform, meta=(AllowPrivateAccess=true))
FString Platform;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_CharacterGender, meta=(AllowPrivateAccess=true))
EFortCustomGender CharacterGender;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_CharacterBodyType, meta=(AllowPrivateAccess=true))
EFortCustomBodyType CharacterBodyType;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_CharacterParts, meta=(AllowPrivateAccess=true))
FCustomCharacterParts CharacterParts;
UPROPERTY(EditAnywhere, ReplicatedUsing=OnRep_CharacterColorSwatches, meta=(AllowPrivateAccess=true))
UCustomColorSwatch* CharacterColorSwatches[2];
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
EFortCustomGender LocalCharacterGender;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
EFortCustomBodyType LocalCharacterBodyType;
UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UCustomCharacterPart* LocalCharacterParts[6];
UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UCustomColorSwatch* LocalCharacterColorSwatches[2];
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UCustomPlayerComponent* CustomPRIComponent;
protected:
UPROPERTY(EditAnywhere, ReplicatedUsing=OnRep_AccessoryColorSwatches, meta=(AllowPrivateAccess=true))
UCustomColorSwatch* CharacterPartColorSwatches[6];
UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UCustomColorSwatch* LocalCharacterPartColorSwatches[6];
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_PlayerTeam, meta=(AllowPrivateAccess=true))
AFortTeamInfo* PlayerTeam;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_PlayerTeamPrivate, meta=(AllowPrivateAccess=true))
AFortTeamPrivateInfo* PlayerTeamPrivate;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool bSkipReplicatedStats;
UPROPERTY(EditAnywhere, Transient, ReplicatedUsing=OnRep_ScoreStatChanged, meta=(AllowPrivateAccess=true))
FReplicatedStatValues ReplicatedStats_Campaign[34];
UPROPERTY(EditAnywhere, Transient, ReplicatedUsing=OnRep_ScoreStatChanged, meta=(AllowPrivateAccess=true))
FReplicatedStatValues ReplicatedStats_Zone[34];
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
bool bAreZoneStatsFinalized;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, meta=(AllowPrivateAccess=true))
EReadyCheckState ReadyCheckState;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_HomeActor, meta=(AllowPrivateAccess=true))
AActor* HomeActor;
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FFortPlayerAttributeSets AttributeSets;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UFortAbilitySystemComponent* AbilitySystemComponent;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FName PlayerOSSName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
ETrustedPlatformType TrustedPlatformType;
UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_PlatformUniqueNetId, meta=(AllowPrivateAccess=true))
FUniqueNetIdRepl PlatformUniqueNetId;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bInvitedToConsoleSession;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool bInitializedPlayerCustomizationOptionsFromClientSettings;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
FVector PawnDeathLocation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
int32 CachedPreviousWorldPlayerId;
public:
AFortPlayerState();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
protected:
UFUNCTION(BlueprintCallable)
void UpdateScoreStatChanged();
public:
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerSetShowHeroHeadAccessories(bool bShow);
UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
void ServerSetShowHeroBackpack(bool bShow);
protected:
UFUNCTION(BlueprintCallable)
void OnRep_ShowHeroHeadAccessories();
UFUNCTION(BlueprintCallable)
void OnRep_ShowHeroBackpack();
UFUNCTION(BlueprintCallable)
void OnRep_SessionOwner();
UFUNCTION(BlueprintCallable)
void OnRep_ScoreStatChanged();
UFUNCTION(BlueprintCallable)
void OnRep_PlayerTeamPrivate();
UFUNCTION(BlueprintCallable)
void OnRep_PlayerTeam();
UFUNCTION(BlueprintCallable)
void OnRep_PlatformUniqueNetId();
UFUNCTION(BlueprintCallable)
void OnRep_Platform();
UFUNCTION(BlueprintCallable)
void OnRep_PartyOwner();
UFUNCTION(BlueprintCallable)
void OnRep_HomeActor(AActor* OldHomeActor);
UFUNCTION(BlueprintCallable)
void OnRep_HeroType();
UFUNCTION(BlueprintCallable)
void OnRep_HeroId();
UFUNCTION(BlueprintCallable)
void OnRep_CurrentCharXP();
UFUNCTION(BlueprintCallable)
void OnRep_CharacterParts();
UFUNCTION(BlueprintCallable)
void OnRep_CharacterGender();
UFUNCTION(BlueprintCallable)
void OnRep_CharacterColorSwatches();
UFUNCTION(BlueprintCallable)
void OnRep_CharacterBodyType();
UFUNCTION(BlueprintCallable)
void OnRep_bHasStartedPlaying();
UFUNCTION(BlueprintCallable)
void OnRep_AccessoryColorSwatches();
public:
UFUNCTION(BlueprintCallable, BlueprintPure)
bool IsConsolePlayer() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
FUniqueNetIdRepl GetUniqueID() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
FName GetPlayerOSSName() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
FUniqueNetIdRepl GetPlatformUniqueNetId() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
FString GetPlatform() const;
UFUNCTION(BlueprintCallable, BlueprintPure)
AFortPlayerPawn* GetCurrentPawn() const;
protected:
UFUNCTION(BlueprintCallable, Client, Reliable)
void ClientNotifyAwardGranted(UFortAwardItemDefinition* AwardDefinition);
public:
UFUNCTION(BlueprintCallable, BlueprintPure)
static bool AreUniqueIDsIdentical(const FUniqueNetIdRepl& A, const FUniqueNetIdRepl& B);
// Fix for true pure virtual functions not being implemented
UFUNCTION()
uint8 GetTeam() const override PURE_VIRTUAL(GetTeam, return 0;);
};