177 lines
6.6 KiB
C++
Executable file
177 lines
6.6 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "Engine/NetSerialization.h"
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#include "AmmoDrivenWeapon.h"
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#include "DecalData.h"
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#include "CryosprayItem.generated.h"
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class AProjectileBase;
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class UDamageComponent;
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class UFSDAudioComponent;
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class UFSDPhysicalMaterial;
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class UHealthComponentBase;
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class UItemUpgrade;
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class UMotionAudioController;
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class UParticleSystem;
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class UParticleSystemComponent;
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class UPrimitiveComponent;
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class UProjectileLauncherComponent;
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class UStickyFlameSpawner;
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UCLASS(Abstract, Blueprintable)
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class ACryosprayItem : public AAmmoDrivenWeapon {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UProjectileLauncherComponent* projectileLauncher;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UDamageComponent* DamageComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UStickyFlameSpawner* StickyFlames;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UDamageComponent* AoEColdDamageComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UMotionAudioController* VelocityAudio;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UParticleSystemComponent* FlameParticleComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool PressurizedProjectileEnabled;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float PressurizedProjectileDelay;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 PressurizeProjectileFullCost;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UParticleSystem* ChargeupParticles;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UParticleSystemComponent* ChargeupParticleInstance;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FDecalData ImpactDecal;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float DecalDelay;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UParticleSystem* ImpactParticles;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UParticleSystemComponent* ImpactParticleInstance;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FName> FlameParameterNames;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float DamageSphereRadius;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float MaxFlameDistance;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float FlameGrowthPerSecond;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float FriendlyFireModifier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ChargeupTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ChargeDownTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_IsCharging, meta=(AllowPrivateAccess=true))
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bool isCharging;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float ChargeProgress;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bRepressurerising;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float RepressurerisingDoneAtPct;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ChargeUpFadeOutTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UFSDAudioComponent* ChargeUpAudioComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float PressureTime;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float PressureDropMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float PressureGainMultiplier;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float CurrentPressure;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float RePressureDuration;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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float RePressureProgress;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<UItemUpgrade*> upgrades;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool LongReachEnabled;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool AoEColdEnabled;
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public:
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ACryosprayItem();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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protected:
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UFUNCTION(BlueprintCallable, Reliable, Server)
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void ServerDoDamage(FVector_NetQuantize Start, FVector_NetQuantize End, uint8 Power);
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UFUNCTION(BlueprintCallable, Reliable, Server)
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void Server_TriggerAoECold();
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UFUNCTION(BlueprintCallable, Reliable, Server)
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void Server_PreLaunchProjectile();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void ReceiveRepressurisingChanged(bool Value);
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UFUNCTION(BlueprintCallable)
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void OnTargetDamaged(UHealthComponentBase* Health, float Amount, UPrimitiveComponent* HitComponent, UFSDPhysicalMaterial* PhysicalMaterial);
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UFUNCTION(BlueprintCallable)
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void OnRep_IsCharging(bool OldValue);
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UFUNCTION(BlueprintCallable)
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void OnProjectileSpawned(AProjectileBase* Projectile);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnProjectileLaunched(const FVector& Location);
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UFUNCTION(BlueprintCallable)
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void OnPressurizedPartileShoot();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void OnPreProjectileLaunch();
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UFUNCTION(BlueprintCallable, NetMulticast, Unreliable)
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void All_PreLaunchProjectile();
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};
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