mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-09-03 04:23:31 +00:00
298 lines
11 KiB
C++
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;);
|
|
|
|
};
|
|
|