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https://github.com/FortniteModdingHub/FNGameProj.git
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55 lines
1.8 KiB
C++
55 lines
1.8 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "CommonUserWidget.h"
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#include "UObject/NoExportTypes.h"
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#include "Templates/SubclassOf.h"
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#include "AthenaEventMatchTeamWidgetBase.generated.h"
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class UAthenaEventMatchPlayerWidgetBase;
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class UAthenaRemotePlayerViewData;
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UCLASS(Abstract, Blueprintable, EditInlineNew)
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class UAthenaEventMatchTeamWidgetBase : public UCommonUserWidget {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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TArray<UAthenaEventMatchPlayerWidgetBase*> PlayerWidgets;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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uint8 SquadId;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FLinearColor TeamColor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 MaxTeamSize;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSubclassOf<UAthenaEventMatchPlayerWidgetBase> PlayerWidgetClass;
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private:
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UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<TWeakObjectPtr<UAthenaRemotePlayerViewData>> PlayerDatas;
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public:
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UAthenaEventMatchTeamWidgetBase();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnPlayerWidgetAdded();
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private:
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UFUNCTION(BlueprintCallable)
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void OnPlayerDisconnectedChanged(UAthenaRemotePlayerViewData* InPlayerData, bool bInIsDisconnected);
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UFUNCTION(BlueprintCallable)
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void OnPlayerDeadStateChanged(UAthenaRemotePlayerViewData* InPlayerData, bool bInIsDead);
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public:
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsTeamDead() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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int32 GetTeamKills() const;
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};
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