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https://github.com/FortniteModdingHub/FNGameProj.git
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85 lines
3.4 KiB
C++
85 lines
3.4 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "AthenaEventScreenBase.h"
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#include "AthenaEventMatchStatusScreenBase.generated.h"
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class UAthenaRemotePlayerViewData;
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UCLASS(Abstract, Blueprintable, EditInlineNew)
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class UAthenaEventMatchStatusScreenBase : public UAthenaEventScreenBase {
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GENERATED_BODY()
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public:
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UAthenaEventMatchStatusScreenBase();
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protected:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void UpdateTimeSinceLastKillText(const FText& TimeSinceLastKillText);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void UpdateSupplyDropsLootedText(const FText& SupplyDropsLootedText);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void UpdateShotsFiredText(const FText& ShotsFiredText);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void UpdatePlayersRemainingText(const FText& PlayersRemainingText);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void UpdatePiecesDestroyedText(const FText& PiecesDestroyedText);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void UpdatePiecesBuiltText(const FText& PiecesBuiltText);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void UpdateMostKillsText(const FText& MostKillsText);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void UpdateMostKillsScore(const FText& MostKillsScore);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void UpdateMatchTimeText(const FText& MatchTimeText);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void UpdateLongestEliminationText(const FText& LongestEliminationText);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void UpdateLongestEliminationScore(const FText& LongestEliminationScore);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void UpdateGamePhaseTimeTitleText(const FText& GamePhaseTimeTitleText);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void UpdateGamePhaseTimeText(const FText& GamePhaseTimeText);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void UpdateGamePhaseText(const FText& GamePhaseText);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void UpdateFastestKillText(const FText& FastestKillText, const FText& FastestKillTime);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void UpdateDamageTakenText(const FText& DamageTakenText);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void UpdateDamageInflictedText(const FText& DamageInflictedText);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void UpdateDamageHealedText(const FText& DamageHealedText);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void UpdateCircleRadiusText(const FText& CircleRadiusText);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void UpdateChestsLootedText(const FText& ChestsLootedText);
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UFUNCTION(BlueprintCallable)
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void OnPlayerKillScoreChanged(UAthenaRemotePlayerViewData* InPlayerData, int32 InKillScore);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnPlayerDeadStateChanged_BP(UAthenaRemotePlayerViewData* InPlayerData, bool bInIsDead);
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UFUNCTION(BlueprintCallable)
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void OnPlayerDeadStateChanged(UAthenaRemotePlayerViewData* InPlayerData, bool bInIsDead);
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};
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