DRG-Femboy-Voice/Source/FSD/Public/DeepPathfinderCharacter.h
2025-04-15 12:39:31 -07:00

92 lines
3.1 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "VisualLogger/VisualLoggerDebugSnapshotInterface.h"
#include "FSDPawn.h"
#include "TriggerAI.h"
#include "DeepPathfinderCharacter.generated.h"
class UDeepPatherFinderCharacterAfflictionComponent;
class UDeepPathfinderMovement;
class UMaterialInterface;
class UPawnAffliction;
class USkeletalMeshComponent;
UCLASS(Blueprintable)
class ADeepPathfinderCharacter : public AFSDPawn, public ITriggerAI, public IVisualLoggerDebugSnapshotInterface {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UDeepPathfinderMovement* PathfinderMovement;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USkeletalMeshComponent* Mesh;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FName CenterMassSocketName;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UDeepPatherFinderCharacterAfflictionComponent* Affliction;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
float AnimationOffset;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool CanPlayerStandOn;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool UseDormancy;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float StaggerDurationMultiplier;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float StaggerImunityWindow;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool StaggerPauseLogic;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool IsHidden;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
bool IsStaggered;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool FrozenPauseLogic;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
UPawnAffliction* CurrentStaggerAffliction;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float AttackerRadius;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<UMaterialInterface*> CachedMaterials;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float AllowedInFormationChance;
public:
ADeepPathfinderCharacter();
UFUNCTION(BlueprintCallable)
bool TryJoinFormation();
UFUNCTION(BlueprintCallable)
void SetHidden(bool shouldHide);
protected:
UFUNCTION(BlueprintCallable)
void OnPausedMovementElapsed();
public:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnControlledByPlayer(bool IsControlled, bool IsLocallyControlled);
UFUNCTION(BlueprintCallable)
void LeaveFormation();
// Fix for true pure virtual functions not being implemented
};