mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
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57 lines
1.8 KiB
C++
57 lines
1.8 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "GameplayTagContainer.h"
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#include "BacchusButton.h"
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#include "EFortHitPointModificationReason.h"
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#include "QuickHealButton.generated.h"
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class UFortLazyImage;
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class UOverlay;
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UCLASS(Blueprintable, EditInlineNew)
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class FORTNITEUI_API UQuickHealButton : public UBacchusButton {
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GENERATED_BODY()
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public:
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private:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UFortLazyImage* Image_Icon;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UOverlay* Button_Overlay;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTag ChugJug_Tag;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTag MedKit_Tag;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTag Bandage_Tag;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTag SmallShieldPotion_Tag;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTag ShieldPotion_Tag;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTag SlurpJuice_Tag;
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public:
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UQuickHealButton();
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private:
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UFUNCTION(BlueprintCallable)
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void HandlePlayerShieldUpdated(float PlayerShield, EFortHitPointModificationReason Reason);
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UFUNCTION(BlueprintCallable)
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void HandlePlayerMaxShieldUpdated(float PlayerMaxShield);
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UFUNCTION(BlueprintCallable)
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void HandlePlayerMaxHealthUpdated(float PlayerMaxHealth);
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UFUNCTION(BlueprintCallable)
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void HandlePlayerHealthUpdated(float PlayerHealth, EFortHitPointModificationReason Reason);
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};
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