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https://github.com/FortniteModdingHub/FNGameProj.git
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47 lines
1.5 KiB
C++
47 lines
1.5 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "FortPlayerStateZone.h"
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#include "FortPlayerStateOutpost.generated.h"
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class AFortPlayerStateOutpost;
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UCLASS(Blueprintable)
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class FORTNITEGAME_API AFortPlayerStateOutpost : public AFortPlayerStateZone {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_HasPermissionToEditOutpost, meta=(AllowPrivateAccess=true))
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bool bHasPermissionToEditOutpost;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_CraftingTableItemsRemaining, meta=(AllowPrivateAccess=true))
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int32 CraftingTableItemsRemaining;
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public:
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AFortPlayerStateOutpost();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintCallable)
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void SetHasPermissionToEditOutpost(AFortPlayerStateOutpost* InPlayer, bool bHasPermission);
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protected:
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UFUNCTION(BlueprintCallable, Reliable, Server, WithValidation)
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void ServerSetHasPermissionToEditOutpost(AFortPlayerStateOutpost* InPlayer, bool bHasPermission);
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UFUNCTION(BlueprintCallable)
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void OnRep_HasPermissionToEditOutpost();
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private:
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UFUNCTION(BlueprintCallable)
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void OnRep_CraftingTableItemsRemaining();
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public:
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsOutpostOwner() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool HasPermissionToEditOutpost() const;
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};
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