mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
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135 lines
5.0 KiB
C++
135 lines
5.0 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "UObject/NoExportTypes.h"
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#include "Engine/NetSerialization.h"
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#include "Engine/NetSerialization.h"
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#include "GameplayTagContainer.h"
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#include "Styling/SlateBrush.h"
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#include "SpecialActorSingleStatData.h"
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#include "SpecialActorRepData.generated.h"
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class AActor;
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class APlayerState;
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USTRUCT(BlueprintType)
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struct FORTNITEGAME_API FSpecialActorRepData : public FFastArraySerializerItem {
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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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FName SpecialActorID;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTag CategoryTag;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
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AActor* SpecialActor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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APlayerState* PlayerState;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
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float ReplicationInterval;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
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float ReplicationIntervalDeviation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
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float NextReplicationTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
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float LastActorNotRelevantTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
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bool bActorIsRelevant;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
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bool bWasActorRelevantLastUpdate;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
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FVector CurrentLocation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
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float CurrentYaw;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FSlateBrush MainIconBrush;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector2D MinimapScale;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FSlateBrush CompassIconBrush;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector2D CompassScale;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bDrawCompassIcon;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float CurrentHealth;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MaxHealth;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float CurrentShield;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MaxShield;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText DisplayName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float RenderDistance;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
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float AddedToClientTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
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TArray<FSpecialActorSingleStatData> TrackedStats;
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
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float LastLocationReplicationTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
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float PrevLocationReplicatedTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector_NetQuantize100 LastRepLocation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
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FVector_NetQuantize100 PrevRepLocation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
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FVector LerpStartLocation;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
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float LastYawReplicationTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
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float PrevYawReplicatedTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float LastRepYaw;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
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float PrevRepYaw;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
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float LerpStartYaw;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
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bool bReplicateHealth;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, NotReplicated, meta=(AllowPrivateAccess=true))
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bool bReplicateShield;
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public:
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FSpecialActorRepData();
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};
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