667 lines
25 KiB
C++
Executable file
667 lines
25 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 "UObject/NoExportTypes.h"
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#include "GameFramework/SaveGame.h"
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#include "AchievementSave.h"
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#include "CampaignSave.h"
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#include "CharacterPerksSave.h"
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#include "CharacterSave.h"
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#include "ConsoleOptionsInSaveGame.h"
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#include "DeepDiveSave.h"
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#include "DrinkSave.h"
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#include "EFSDFaction.h"
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#include "EItemCategory.h"
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#include "ESonyControllerLightMode.h"
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#include "ESonyControllerMotionMapping.h"
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#include "ESonyInputSettingsBools.h"
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#include "ESonyInputSettingsFloats.h"
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#include "EventRewardSave.h"
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#include "FSDEventRewardsSave.h"
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#include "ForgingSave.h"
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#include "GDKWinOptionsInSaveGame.h"
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#include "GameDLCSave.h"
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#include "ItemNotificationInfo.h"
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#include "ItemUINotifications.h"
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#include "JettyBootsSave.h"
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#include "MilestoneSave.h"
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#include "MissionStatSave.h"
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#include "OptionsInSaveGame.h"
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#include "PerkClaimsSave.h"
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#include "PromotionRewardsSave.h"
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#include "ResourcesSave.h"
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#include "SchematicSave.h"
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#include "SeasonSave.h"
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#include "SkinList.h"
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#include "SonyInputSettings.h"
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#include "Templates/SubclassOf.h"
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#include "UnLockedMissionParameters.h"
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#include "UpgradeLoadout.h"
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#include "VanityMasteryResult.h"
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#include "VanityMasterySave.h"
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#include "WatchedTutorial.h"
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#include "FSDSaveGame.generated.h"
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class AActor;
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class APlayerCharacter;
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class UFSDGameInstance;
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class UFSDSaveGame;
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class UItemID;
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class UItemSkin;
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class UObject;
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class UPlayerCharacterID;
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class UResourceData;
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class UVanityItem;
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UCLASS(Blueprintable)
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class FSD_API UFSDSaveGame : public USaveGame {
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GENERATED_BODY()
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public:
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FTutorialsResetDelegate);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FSkinSignature, UItemSkin*, Skin, UItemID*, ItemID);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FRetirementSignature, TSubclassOf<APlayerCharacter>, CharacterClass, int32, RetirementCount);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FResourceAmountChangedDelegate, UResourceData*, Resource, float, currentAmount);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FPlayerProgressChangedSignature, int32, Rank, int32, Stars);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FPersonalMatricsChangedSignature, bool, AllowPersonalMetrics);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_TwoParams(FPerkPointsChangedSignature, int32, PerkPoints, int32, Change);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FItemUnlockedDelegate);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FItemUINotificationDelegate);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FForgingXPDelegate, float, XP);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCreditsChangedSignature, int32, Credits);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCraftingMasteryChanged, FVanityMasteryResult, Result);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCharacterSignature, TSubclassOf<APlayerCharacter>, CharacterClass);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(FCharacterProgressChangedSignature, TSubclassOf<APlayerCharacter>, CharacterClass, int32, Level, float, Progress);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FAnonymousMatricsChangedSignature, bool, AllowAnonymousMetrics);
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FCreditsChangedSignature OnCreditsChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FCharacterProgressChangedSignature OnCharacterSaveChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FCharacterSignature OnCharacterCanRetire;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FRetirementSignature OnCharacterRetired;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FPlayerProgressChangedSignature OnPlayerProgressChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FTutorialsResetDelegate OnTutorialsReset;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FPersonalMatricsChangedSignature OnPersonalMetricsChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FAnonymousMatricsChangedSignature OnAnonymousMetricsChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FItemUnlockedDelegate OnItemUnlocked;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FItemUnlockedDelegate OnItemPurchased;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FItemUINotificationDelegate OnItemUINotificationChange;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 VersionNumber;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bMilestoneResetShown;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bYearTwoGiftClaimed;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FForgingXPDelegate OnForgingXPChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FResourceAmountChangedDelegate OnResourceAmountChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FSkinSignature OnSkinUnlocked;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FDateTime SaveSlotTimeStamp;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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FPerkPointsChangedSignature OnPerkPointsChanged;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FMissionStatSave MissionStatsSave;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FMilestoneSave Milestones;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FPerkClaimsSave OwnedPerks;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FCharacterPerksSave EquippedPerks;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FAchievementSave AchievementSave;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FCharacterPerksSave> EquippedPerkLoadouts;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FCharacterPerksSave RandomEquippedPerkLoadout;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVanityMasterySave VanityMasterySave;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FCraftingMasteryChanged OnVanityMasteryChanged;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FJettyBootsSave JettyBootsSave;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FSchematicSave SchematicSave;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FPromotionRewardsSave PromotionRewardsSave;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFSDEventRewardsSave FSDEventRewardsSave;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FSeasonSave SeasonSave;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameDLCSave GameDLCSave;
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 SaveCreatedInPatch;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString AnonymousID;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 PerkPoints;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool HasRecievedDiscordReward;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EFSDFaction Faction;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FGuid> UnLockedMissions;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TMap<FGuid, FUnLockedMissionParameters> UnLockedMissionParameters;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FGuid> UnLockedPlanetZones;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FCampaignSave CampaignSave;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FDeepDiveSave DeepDiveSave;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FCharacterSave> CharacterSaves;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 Credits;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 LastBoughtDailyDealSeed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FForgingSave Forging;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FDrinkSave Drinks;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FUpgradeLoadout> ItemUpgradeLoadouts;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bIgnoreRandomLoadout;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FGuid> PurchasedItemUpgrades;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FGuid> UnlockedItems;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FGuid> OwnedItems;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TMap<FGuid, int32> EnemiesKilled;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TMap<FGuid, FItemNotificationInfo> ItemsWithNotification;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TMap<FGuid, FSkinList> UnlockedItemSkins;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSet<FGuid> UnlockedPickaxeParts;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<UVanityItem*> UnLockedVanityItems;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FGuid> UnLockedVanityItemIDs;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FGuid> HiddenUICategories;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 LastCollectedCommunityRewardPeriodID;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSet<FGuid> MinersManualKnownObjects;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FEventRewardSave EventRewardSave;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FItemUINotifications ItemUINotifications;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString RejoinSessionId;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool FirstRejoinAttempt;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool HaveItemUpgradesBeenFixed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool bHasOpenedDeepDiveTerminal;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FResourcesSave Resources;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool FirstSession;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FWatchedTutorial> WatchedTutorials;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FConsoleOptionsInSaveGame ConsoleOptions;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGDKWinOptionsInSaveGame WinGDKOptions;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOptionsInSaveGame WindowsOptions;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool HasCompletedTutorial;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool HasPlayedTutorial;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool ShowHowToRestartTutorialPrompt;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool HasPlayedIntroMessage;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool HasSentSteamInfo;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool HasClaimedSteamGroupLoot;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool IsBoscoAllowed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool HasJoinedXboxClub;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool HasSeenAnalyticsPopUp;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool AllowAnalyticsTracking;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool AllowPersonalAnalyticsTracking;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool IsModded;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 Index;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString Name;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float TotalPlayTimeSeconds;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TMap<FGuid, int32> SelectedLoadout;
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UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint32 userIdx;
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UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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uint32 CurrLoadoutIdx;
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UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
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uint32 SaveToDiskCounter;
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UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
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uint32 BackupSaveIndex;
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UPROPERTY(EditAnywhere, meta=(AllowPrivateAccess=true))
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uint32 ExternalBackupSaveIndex;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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int32 NumberOfGamesPlayed;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UPlayerCharacterID* LastPlayedCharacter;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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bool ShowInfoScreen;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FString LastShownVersion;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FSonyInputSettings SonyInputSettings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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UFSDGameInstance* FSDGameInstance;
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public:
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UFSDSaveGame();
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UFUNCTION(BlueprintCallable)
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bool TrySellResource(UResourceData* Resource, int32 Amount, int32& Price);
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UFUNCTION(BlueprintCallable)
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bool TryDeductResources(const TMap<UResourceData*, int32>& NewResources);
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UFUNCTION(BlueprintCallable)
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bool TryDeductCredits(int32 Amount);
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UFUNCTION(BlueprintCallable)
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bool TryBuyResource(UResourceData* Resource, int32 Amount, int32& Price);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool ShouldDisplayFirstSchematicMessage() const;
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UFUNCTION(BlueprintCallable)
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void SetSonyInputSettingMotionXMapping(ESonyControllerMotionMapping NewValue);
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UFUNCTION(BlueprintCallable)
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void SetSonyInputSettingLightMode(ESonyControllerLightMode NewValue);
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UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContext"))
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void SetSonyInputSettingFloat(UObject* WorldContext, ESonyInputSettingsFloats Setting, float NewValue);
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UFUNCTION(BlueprintCallable)
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void SetSonyInputSettingBool(ESonyInputSettingsBools Setting, bool NewValue);
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UFUNCTION(BlueprintCallable)
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bool SetPersonalAnalytics(bool State);
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UFUNCTION(BlueprintCallable)
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void SetIsModded(bool modded);
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UFUNCTION(BlueprintCallable)
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void SetIndexAndName(int32 NewIndex, const FString& NewName);
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UFUNCTION(BlueprintCallable)
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void SetIgnoreRandomLoadout(bool inIgnoreRandomLoadout);
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UFUNCTION(BlueprintCallable)
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void SetHasSentSteamInfo();
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UFUNCTION(BlueprintCallable)
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void SetHasJoinedXboxClub();
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UFUNCTION(BlueprintCallable)
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void SetHasClaimSteamGroupLoot();
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UFUNCTION(BlueprintCallable)
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void SetFaction(EFSDFaction newFaction, bool Reasign);
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UFUNCTION(BlueprintCallable)
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void SetEquippedItemID(EItemCategory Category, UPlayerCharacterID* PlayerId, UItemID* Item);
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UFUNCTION(BlueprintCallable)
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void SetEquippedItem(EItemCategory Category, UPlayerCharacterID* PlayerId, TSubclassOf<AActor> Item);
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UFUNCTION(BlueprintCallable)
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void SetDiscordReward(bool State);
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UFUNCTION(BlueprintCallable)
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void SetCharacterLoadout(UPlayerCharacterID* characterID, int32 loadoutNumber);
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UFUNCTION(BlueprintCallable)
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void SetBoscoAllowed(bool aIsBoscoAllowed);
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UFUNCTION(BlueprintCallable)
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bool SetAnonymousAnalytics(bool State);
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UFUNCTION(BlueprintCallable)
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void SaveToDisk();
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UFUNCTION(BlueprintCallable)
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static bool SaveSlotToDisk(UFSDSaveGame* SaveSlot, const FString& slotName, int32 NewUserIdx);
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UFUNCTION(BlueprintCallable)
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int32 RetireCharacter(UPlayerCharacterID* characterID);
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UFUNCTION(BlueprintCallable)
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void ResetTutorials();
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UFUNCTION(BlueprintCallable)
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void ResetSonyTouchSettings();
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UFUNCTION(BlueprintCallable)
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void ResetSonyMotionSettings();
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UFUNCTION(BlueprintCallable)
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void ResetSonyDualSenseSettings();
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UFUNCTION(BlueprintCallable)
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void ResetRejoinSessionId();
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UFUNCTION(BlueprintCallable)
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void RejoinAttempted();
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UFUNCTION(BlueprintCallable)
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void RefreshLoadoutFromCharacter(UPlayerCharacterID* characterID);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool RecievedDiscordReward();
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UFUNCTION(BlueprintCallable)
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FString PromotedClassesString();
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UFUNCTION(BlueprintCallable)
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void MarkRetirementRewardScreenSeen(UPlayerCharacterID* characterID);
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UFUNCTION(BlueprintCallable)
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void MarkFirstSchematicMessageSeen();
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UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContext"))
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void LevelUpCharacter(UObject* WorldContext, UPlayerCharacterID* characterID);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsObsolete() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsInMinersManual(FGuid ObjectID) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool IsFirstRejoinAttempt();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool HasSeenRetirementRewardScreen() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool HasCredits(int32 Amount) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool HasCharacterRetired(UPlayerCharacterID* characterID) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool HasCharacterCompletedRetirementCampaign(UPlayerCharacterID* characterID) const;
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UFUNCTION(BlueprintCallable)
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|
static bool HasBackupWithMoreProgress(UFSDGameInstance* GameInstance);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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|
bool HasAnyCharacterRetired() const;
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UFUNCTION(BlueprintCallable)
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|
int32 GetTotalGamesPlayed();
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|
protected:
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UFUNCTION(BlueprintCallable, BlueprintPure)
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|
int32 GetTotalCharacterXP() const;
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public:
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UFUNCTION(BlueprintCallable, BlueprintPure)
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ESonyControllerMotionMapping GetSonyInputSettingMotionXMapping() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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ESonyControllerLightMode GetSonyInputSettingLightMode() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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float GetSonyInputSettingFloat(ESonyInputSettingsFloats Setting) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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bool GetSonyInputSettingBool(ESonyInputSettingsBools Setting) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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FDateTime GetSlotTimeStamp() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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|
FString GetSlotLoadedFrom() const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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|
int32 GetSelectedLoadoutIndex(UPlayerCharacterID* characterID) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
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|
static FString GetSaveSlotName(int32 NewUserIdx);
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|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
int32 GetResourceSellingPrice(UResourceData* Resource, int32 Amount) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
int32 GetResourceBuyingPrice(UResourceData* Resource, int32 Amount) const;
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UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
float GetResourceAmount(const UResourceData* Resource) const;
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|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
int32 GetRequiredXPForLevel(int32 Level) const;
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|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
FString GetRejoinSessionId();
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|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
int32 GetPurchasableItemCount() const;
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|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
int32 GetPlayerRetirementRank() const;
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|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
int32 GetPlayerRank() const;
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|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
int32 GetPerkPoints() const;
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|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
FString GetName();
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
static int32 GetMaxSaveSlots();
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|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
static int32 GetMainSaves(UFSDGameInstance* GameInstance, TArray<UFSDSaveGame*>& outMainSaves);
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|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool GetIsModded();
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
int32 GetIndex();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
bool GetHasSentSteamInfo();
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|
|
|
UFUNCTION(BlueprintCallable)
|
|
bool GetHasClaimedSteamGroupLoot();
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
EFSDFaction GetFaction();
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
UItemID* GetEquippedItemID(EItemCategory Category, UPlayerCharacterID* PlayerId) const;
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|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
TSubclassOf<AActor> GetEquippedItem(EItemCategory Category, UPlayerCharacterID* PlayerId) const;
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|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
int32 GetCredits() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
int32 GetClassXP(UPlayerCharacterID* characterID) const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
int32 GetClassLevel(UPlayerCharacterID* characterID) const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
int32 GetCharacterRetirementCount(const FGuid& PlayerId) const;
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|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool GetBoscoAllowed() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
static int32 GetAvailableUserSlotIndex(UFSDGameInstance* GameInstance);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
static TArray<UFSDSaveGame*> GetAllSavesFromDisk(UFSDGameInstance* GameInstance);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void ForceSetIsModded(bool modded);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
static void FixNamingOfMainSave(UFSDSaveGame* mainsave);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
static bool DeleteFromDisk(UFSDGameInstance* GameInstance, const FString& slotName, int32 NewUserIdx);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
bool DeductPerkPoints(int32 Amount);
|
|
|
|
UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContext"))
|
|
void CheckPromotionAchievementProgress(UObject* WorldContext, bool IsRetroactive);
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool CanAfford(const TMap<UResourceData*, int32>& NewResources) const;
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void AddPerkPoints(int32 Amount);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void AddGamePlayed();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
int32 AddCredits(int32 Amount);
|
|
|
|
UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContext"))
|
|
int32 AddClassXP(UObject* WorldContext, UPlayerCharacterID* characterID, int32 XP);
|
|
|
|
};
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