478 lines
18 KiB
C++
Executable file
478 lines
18 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/GameState.h"
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#include "Engine/LatentActionManager.h"
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#include "Engine/NetSerialization.h"
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#include "BoolDelegateDelegate.h"
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#include "BoscoReviveCounterChangedDelegate.h"
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#include "CountDownStartedDelegate.h"
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#include "CountdownDelegate.h"
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#include "CreditsReward.h"
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#include "CurrentLeaderChangedDelegate.h"
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#include "DelegateEventDelegate.h"
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#include "DifficultyDelegateDelegate.h"
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#include "EnemyKilledDelegateDelegate.h"
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#include "FSDChatMessage.h"
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#include "FSDLocalizedChatMessage.h"
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#include "GameEventCompletedDelegateDelegate.h"
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#include "GeneratedMissionSeed.h"
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#include "Int32DelegateEventDelegate.h"
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#include "ObjectivesDelegateDelegate.h"
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#include "PlayerCharacterDelegateDelegate.h"
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#include "PlayerDelegateDelegate.h"
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#include "ReplicatedObjectives.h"
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#include "ScaledEffect.h"
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#include "FSDGameState.generated.h"
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class ADeepCSGWorld;
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class AFSDGameState;
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class AFSDPlayerState;
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class AGameStats;
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class APlayerCharacter;
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class APlayerState;
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class AProceduralSetup;
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class ATeamTransport;
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class UAttackerManagerComponent;
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class UDifficultyManager;
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class UDifficultySetting;
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class UDynamicMeshScaler;
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class UFSDEvent;
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class UGemProximityTracker;
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class UGeneratedMission;
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class UObjective;
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class UPlayerCharacterID;
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class UPlayerProximityTracker;
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class UPrimitiveComponent;
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class UResourceData;
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class USeasonReplicatorComponent;
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class UShowroomManager;
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class USoundCue;
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class USoundMixManagerComponent;
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class USpawnEffectsComponent;
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class UTeamResourcesComponent;
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UCLASS(Blueprintable)
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class FSD_API AFSDGameState : public AGameState {
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GENERATED_BODY()
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public:
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FInt32DelegateEvent OnMissionTimeUpdated;
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UPROPERTY(BlueprintAssignable, BlueprintCallable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FDelegateEvent OnTerrainGenerated;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FDelegateEvent OnTerrainGenerationStarting;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FDelegateEvent OnMatchStarted;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FDelegateEvent OnMatchEnded;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameEventCompletedDelegate OnGameEventCompletedEvent;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FPlayerDelegate OnPlayerJoined;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FPlayerDelegate OnPlayerLeave;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FDelegateEvent OnContinueActive;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FDelegateEvent OnContinueCountdownChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FDelegateEvent OnAllDwarvesDown;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FDelegateEvent OnTeamMemberCampaignMissionChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FEnemyKilledDelegate OnEnemyKilledEvent;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FPlayerCharacterDelegate OnPlayerCharacterRegistered;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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int32 CurrentLevel;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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ATeamTransport* EscapePod;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_FSDSessionID, meta=(AllowPrivateAccess=true))
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FString FSDSessionID;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FBoscoReviveCounterChanged OnBoscoReviveCounterChanged;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bTeamDown;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FBoolDelegate OnTeamDown;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FDelegateEvent OnObjectivesCompleted;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FObjectivesDelegate OnObjectiveAdded;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FDifficultyDelegate OnDifficultyChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FCountDownStarted OnCountdownStarted;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FCountdown OnCountdownTimeChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FDelegateEvent OnCountdownFinished;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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ADeepCSGWorld* CSGWorld;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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int32 LastSupplyPodTimeStamp;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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int32 LastCleaningPodTimeStamp;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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AProceduralSetup* ProceduralSetup;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool DelayLateJoin;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UPrimitiveComponent* FakeMovementBase;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 PlayerSurvivalCreditBonus;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ResourceAmountPenalty;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ObjectivesCreditPenalty;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ObjectivesXPPenaltyNormal;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float ObjectivesXPPenaltyDeepDives;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText TextMissionCompleted;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText TextSecondaryObjective;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText TextSurvivalBonus;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText TextMined;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText TextCollected;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FText TextBonus;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_BoscoReviveCounter, meta=(AllowPrivateAccess=true))
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int32 BoscoReviveCounter;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USpawnEffectsComponent* SpawnEffects;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UDynamicMeshScaler* MeshScaler;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UGemProximityTracker* GemProximityTracker;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UAttackerManagerComponent* AttackerManager;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UDifficultyManager* DifficultyManagerComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USoundMixManagerComponent* SoundMixManager;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USeasonReplicatorComponent* SeasonReplicatorComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UTeamResourcesComponent* TeamResources;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool IsOnSpaceRig;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool PlayerMadeItToDropPod;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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TArray<APlayerCharacter*> ActivePlayerCharacters;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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FReplicatedObjectives Objectives;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_CompletedGameEvent, meta=(AllowPrivateAccess=true))
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FText CompletedGameEventName;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_GeneratedMissionSeed, meta=(AllowPrivateAccess=true))
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FGeneratedMissionSeed GeneratedMissionSeed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_ObjectivesCompleted, meta=(AllowPrivateAccess=true))
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bool objectivesCompleted;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_CurrentDifficultySetting, meta=(AllowPrivateAccess=true))
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UDifficultySetting* CurrentDifficultySetting;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool RememberDifficulty;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UPlayerProximityTracker* ProximityTracker;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UShowroomManager* ShowroomManager;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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AGameStats* GameStats;
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UPROPERTY(EditAnywhere, Transient, ReplicatedUsing=OnRep_MissionTime, meta=(AllowPrivateAccess=true))
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uint32 MissionTime;
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UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint32 MissionStartTime;
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UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint32 MissionHaz;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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bool PreventLatejoinCharacterDuplication;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_StartPressed, meta=(AllowPrivateAccess=true))
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bool StartPressed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_ContinuePressed, meta=(AllowPrivateAccess=true))
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bool ContinuePressed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_ContinueCountdown, meta=(AllowPrivateAccess=true))
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int32 ContinuesCountdown;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_AllDwarvesDown, meta=(AllowPrivateAccess=true))
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bool AllDwarvesDown;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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bool missionAborted;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_CountdownRemaining, meta=(AllowPrivateAccess=true))
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int32 CountdownRemaining;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_CountdownText, meta=(AllowPrivateAccess=true))
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FText countdownText;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool CanCarryOverResources;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FCurrentLeaderChanged SessionLeaderChanged;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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APlayerState* CurrentPlayerSessionLeader;
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public:
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AFSDGameState();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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UFUNCTION(BlueprintCallable, meta=(Latent, LatentInfo="LatentInfo"))
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static void WaitForInitialGenerationDone(AFSDGameState* GameState, FLatentActionInfo LatentInfo);
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UFUNCTION(BlueprintCallable)
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void StartCountdown(int32 Duration, const FText& countdownName);
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UFUNCTION(BlueprintCallable)
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void SetPreventLatejoinCharacterDuplication(bool prevent);
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UFUNCTION(BlueprintCallable)
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void SetPlayersHaveReachedDroppod(bool newHasPlayerReached);
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UFUNCTION(BlueprintCallable)
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void SetGeneratedMissionParameters(UGeneratedMission* mission);
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UFUNCTION(BlueprintCallable)
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void SetCurrentDifficulty(UDifficultySetting* Setting, bool updateSessionSettings);
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UFUNCTION(BlueprintCallable)
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void SetCompletionData(bool NewObjectivesCompleted, int32 playersInPod);
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protected:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void ReceiveGeneratedMissionReplicated();
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public:
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UFUNCTION(BlueprintCallable)
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void PostLocalizedGameMessage(const FText& Msg, const TArray<FText>& Arguments);
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UFUNCTION(BlueprintCallable)
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void PostGameMessage(const FString& Msg);
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UFUNCTION(BlueprintCallable)
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void OnRep_StartPressed(bool oldStartPressed);
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protected:
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UFUNCTION(BlueprintCallable)
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void OnRep_ObjectivesCompleted();
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UFUNCTION(BlueprintCallable)
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void OnRep_MissionTime();
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UFUNCTION(BlueprintCallable)
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void OnRep_GeneratedMissionSeed();
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UFUNCTION(BlueprintCallable)
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void OnRep_FSDSessionID();
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UFUNCTION(BlueprintCallable)
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void OnRep_CurrentDifficultySetting();
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UFUNCTION(BlueprintCallable)
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void OnRep_CountdownText();
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UFUNCTION(BlueprintCallable)
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void OnRep_CountdownRemaining(int32 prevTime);
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UFUNCTION(BlueprintCallable)
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void OnRep_ContinuePressed();
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UFUNCTION(BlueprintCallable)
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void OnRep_ContinueCountdown();
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UFUNCTION(BlueprintCallable)
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void OnRep_CompletedGameEvent();
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UFUNCTION(BlueprintCallable)
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void OnRep_BoscoReviveCounter();
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UFUNCTION(BlueprintCallable)
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void OnRep_AllDwarvesDown();
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public:
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UFUNCTION(BlueprintCallable, BlueprintPure)
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int32 MissionEndscreenSeed();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsTutorialMission() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsCountingDown() const;
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UFUNCTION(BlueprintCallable)
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void InitObjectives();
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UFUNCTION(BlueprintCallable, NetMulticast, Reliable)
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void HostDisbandedTeam();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool HasObjectivesReplicated() const;
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protected:
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void HandleSeamlessTravelEvent();
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public:
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UFUNCTION(BlueprintCallable, BlueprintPure)
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AFSDPlayerState* GetServerPlayerState();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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TArray<UObjective*> GetSecondaryObjectives() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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AProceduralSetup* GetProceduralSetup();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UObjective* GetPrimaryObjective() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetPreventLatejoinCharacterDuplication() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetPlayersHaveReachedDroppod() const;
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, BlueprintPure)
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TArray<UPlayerCharacterID*> GetPlayableCharacterIDs();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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TArray<UObjective*> GetObjectives() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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TArray<AFSDPlayerState*> GetNetworkSortedPlayerArray();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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int32 GetMissionTime() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetMissionSuccessful() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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int32 GetMissionStartTime() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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int32 GetMissionRewardCreditSum() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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TArray<FCreditsReward> GetMissionRewardCredits() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetMissionCompletedCreditReward(bool Primary, int32& OutReward) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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int32 GetGlobalMissionSeed() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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AGameStats* GetGameStats() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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TMap<UResourceData*, float> GetEndscreenResources() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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UDifficultyManager* GetDifficultyManager() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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TMap<UResourceData*, float> GetCollectedResources() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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TArray<UFSDEvent*> GetActiveEventsFromMission() const;
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UFUNCTION(BlueprintCallable, NetMulticast, Reliable)
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void ClientNewMessage(const FFSDChatMessage& Msg);
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UFUNCTION(BlueprintCallable)
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void Client_StartPressed();
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UFUNCTION(BlueprintCallable, NetMulticast, Reliable)
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void Client_NewLocalizedMessage(const FFSDLocalizedChatMessage& Msg);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool AllMissionEndResultsReceived() const;
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UFUNCTION(BlueprintCallable, NetMulticast, Unreliable)
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void All_SpawnScaledEffectAt(FScaledEffect Effect, FVector_NetQuantize Location);
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UFUNCTION(BlueprintCallable, NetMulticast, Unreliable)
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void All_SpawnScaledEffectAndCueAt(FScaledEffect Effect, USoundCue* audio, FVector_NetQuantize Location);
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UFUNCTION(BlueprintCallable, NetMulticast, Reliable)
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void All_ServerQuit();
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};
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|
|