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30 lines
914 B
C++
30 lines
914 B
C++
#pragma once
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#include "CoreMinimal.h"
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#include "MissionTimerData.generated.h"
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USTRUCT(BlueprintType)
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struct FMissionTimerData {
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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 bTimerIsPaused;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float OriginalTimePeriod;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ReplicatedRemainingTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float TimeAddedOrRemoved;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float LastTimeAddedOrRemoved;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
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float ClientRemainingTime;
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FORTNITEGAME_API FMissionTimerData();
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};
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