1274 lines
48 KiB
C++
Executable file
1274 lines
48 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 "UObject/NoExportTypes.h"
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#include "UObject/NoExportTypes.h"
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#include "GameFramework/Character.h"
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#include "Engine/EngineTypes.h"
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#include "Engine/NetSerialization.h"
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#include "Engine/NetSerialization.h"
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#include "GameplayTagContainer.h"
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#include "GameplayTagAssetInterface.h"
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#include "GameplayTagContainer.h"
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#include "AcceptInviteSignatureDelegate.h"
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#include "ActionHoldEventDelegate.h"
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#include "AnalogAimSettings.h"
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#include "BoolDelegateDelegate.h"
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#include "CameraModeChangedDelegate.h"
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#include "CameraSpringSettings.h"
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#include "CharacterDelegateDelegate.h"
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#include "CollectedDrinkDelegateDelegate.h"
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#include "CollectedEverythingEventDelegate.h"
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#include "CollectedPickaxePartDelegateDelegate.h"
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#include "CollectedVanityItemDeledateDelegate.h"
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#include "CollectedVictoryPoseEventDelegate.h"
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#include "CoolDownProgressDelegateDelegate.h"
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#include "DamagedEnemyEventDelegate.h"
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#include "DelegateDelegate.h"
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#include "DepthSignatureDelegate.h"
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#include "DownCameraSettings.h"
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#include "DownCameraTargetChangedDelegate.h"
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#include "ECharacterCameraMode.h"
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#include "ECharacterState.h"
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#include "EInputKeys.h"
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#include "EnhancedTrace.h"
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#include "HeadlightOnChangedEventDelegate.h"
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#include "HeroInfo.h"
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#include "HoldButton.h"
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#include "IgnoreInviteSignatureDelegate.h"
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#include "LaserPointerEventDelegate.h"
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#include "OnCallDonkeySignatureDelegate.h"
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#include "OnCharacterDeathChangeSignatureDelegate.h"
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#include "OnCharacterStateChangedSignatureDelegate.h"
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#include "OnFlareThrownDelegate.h"
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#include "OnJumpPressedSignatureDelegate.h"
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#include "OnJumpReleasedSignatureDelegate.h"
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#include "OnLaserPointerPressedSignatureDelegate.h"
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#include "OnMinePressedSignatureDelegate.h"
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#include "OnPerkActivationTimerFinishedDelegate.h"
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#include "OnPlayerShoutEventDelegate.h"
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#include "OpenChatSignatureDelegate.h"
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#include "PlatformComponent.h"
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#include "PlaySoundInterface.h"
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#include "PlayerCharacterEventDelegate.h"
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#include "RejectInviteSignatureDelegate.h"
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#include "RejoinListener.h"
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#include "ReviveCallEventDelegate.h"
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#include "SaluteEventDelegate.h"
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#include "SchematicEventDelegate.h"
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#include "SkinEventDelegate.h"
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#include "Targetable.h"
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#include "Templates/SubclassOf.h"
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#include "ThrowCarriableDelegateDelegate.h"
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#include "ToggleMapToolSignatureDelegate.h"
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#include "UpdateMeshesSignatureDelegate.h"
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#include "PlayerCharacter.generated.h"
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class AActor;
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class ADamageEnhancer;
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class AEventRewardDispenser;
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class AFSDPhysicsActor;
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class AFSDPlayerController;
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class AFSDPlayerState;
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class AItem;
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class APlayerCharacter;
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class APlayerController;
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class AShieldGeneratorActor;
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class ATutorialManager;
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class AZipLineProjectile;
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class UActorTrackingComponent;
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class UAnimMontage;
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class UAudioComponent;
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class UCameraComponent;
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class UCappedResource;
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class UCharacterCameraController;
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class UCharacterIntoxicationComponent;
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class UCharacterRecoilComponent;
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class UCharacterSightComponent;
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class UCharacterStateComponent;
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class UCharacterUseComponent;
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class UCharacterVanityComponent;
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class UCommunicationComponent;
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class UEnemyDescriptor;
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class UFSDAchievement;
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class UFSDPhysicalMaterial;
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class UHeightenedSenseComponent;
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class UInstantUsable;
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class UInventoryComponent;
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class UInventoryList;
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class UJetBootsMovementComponent;
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class ULightComponent;
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class UMaterialInstanceDynamic;
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class UMaterialInterface;
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class UMissionStatsCollector;
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class UObject;
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class UOutlineComponent;
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class UParticleSystem;
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class UPawnAffliction;
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class UPawnStatsComponent;
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class UPerkHUDActivationWidget;
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class UPhysicsAsset;
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class UPlayerAfflictionComponent;
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class UPlayerAnimInstance;
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class UPlayerAttackPositionComponent;
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class UPlayerCharacterID;
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class UPlayerFPAnimInstance;
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class UPlayerHealthComponent;
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class UPlayerInfectionComponent;
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class UPlayerInfoComponent;
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class UPlayerReactiveTerrainTrackerComponent;
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class UPlayerTPAnimInstance;
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class UPlayerTemperatureComponent;
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class UPointLightComponent;
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class USceneComponent;
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class USchematic;
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class USingleUsableComponent;
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class USkeletalMeshComponent;
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class USoundAttenuation;
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class USoundBase;
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class USoundConcurrency;
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class USoundCue;
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class USpringArmComponent;
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class UStatusEffect;
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class UStatusEffectsComponent;
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class UTemporaryBuff;
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class UTexture2D;
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class UUsableComponent;
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class UWidgetInteractionComponent;
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class UZipLineStateComponent;
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UCLASS(Abstract, Blueprintable)
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class FSD_API APlayerCharacter : public ACharacter, public IGameplayTagAssetInterface, public ITargetable, public IRejoinListener, public IPlaySoundInterface {
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GENERATED_BODY()
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public:
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FKilledGrabber, AActor*, Grabber);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FItemUseDelegate, AItem*, Item);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FGenericAnimNotifyDelegate, APlayerCharacter*, Player);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FFirePressedDelegate);
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DECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam(FCanEscapeGrabberDelegate, bool, bCanEscape);
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FItemUseDelegate OnStartedUsingItem;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FItemUseDelegate OnStoppedUsingItem;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFirePressedDelegate OnFirePressed;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FFirePressedDelegate OnFireReleased;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FBoolDelegate OnGrenadePressed;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FDelegate OnPerkInitialized;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FBoolDelegate OnInstantRevivePossibleEvent;
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UPROPERTY(BlueprintAssignable, BlueprintCallable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGenericAnimNotifyDelegate OnGenericAnimNotify;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UHeightenedSenseComponent* HeightenedSenseComponent;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FCollectedEverythingEvent OnCollectedEverything;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FSchematicEvent OnCollectedSchematic;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FSkinEvent OnCollectedSkin;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FCollectedDrinkDelegate OnCollectedDrink;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FCollectedVictoryPoseEvent OnCollectedVictoryPose;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FCollectedPickaxePartDelegate OnCollectedPickaxePart;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FCollectedVanityItemDeledate OnCollectedVanityItem;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FCameraModeChanged OnCameraModeChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FDownCameraTargetChanged OnDownCameraTargetChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FActionHoldEvent OnActionHoldProgress;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FThrowCarriableDelegate OnThrowCarriableProgress;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnJumpPressedSignature OnJumpPressed;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnJumpReleasedSignature OnJumpReleased;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnMinePressedSignature OnSecondaryFirePressed;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnMinePressedSignature OnSecondaryFireReleased;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnMinePressedSignature OnManualMiningBegin;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnMinePressedSignature OnManualMiningEnd;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnLaserPointerPressedSignature OnLaserPointerPressed;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnLaserPointerPressedSignature OnLaserPointerReleased;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnLaserPointerPressedSignature OnTerrainScannerPressed;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnLaserPointerPressedSignature OnTerrainScannerReleased;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnFlareThrown OnFlareThrown;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FUpdateMeshesSignature OnUpdateMeshes;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOpenChatSignature OnOpenChat;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FAcceptInviteSignature OnAcceptInvite;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FRejectInviteSignature OnRejectInvite;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FIgnoreInviteSignature OnIgnoreInvite;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FToggleMapToolSignature OnToggleMapTool;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FToggleMapToolSignature OnToggleScanTool;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FDepthSignature OnDepthChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnCharacterStateChangedSignature OnCharacterStateChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnCharacterDeathChangeSignature OnCharacterDeathChange;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FDamagedEnemyEvent OnDamagedEnemy;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FLaserPointerEvent OnLaserPointerEvent;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FLaserPointerEvent OnSecondaryLaserPointerEvent;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FSaluteEvent OnSaluteEvent;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnPlayerShoutEvent OnPlayerShout;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnPlayerShoutEvent OnBoscoSalute;
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UPROPERTY(BlueprintAssignable, BlueprintAuthorityOnly, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FCharacterDelegate OnRevivedEvent;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FReviveCallEvent OnReviveCallEvent;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FPlayerCharacterEvent OnRevivedOtherCharacter;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FHeadlightOnChangedEvent OnHeadlightOnChanged;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnCallDonkeySignature OnCallDonkey;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTagContainer GameplayTags;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSubclassOf<UJetBootsMovementComponent> JetBootsComponentSpawnable;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UZipLineStateComponent* ZipLineStateComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<TSubclassOf<AActor>> EscapableGrabberEnemies;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FKilledGrabber OnKilledGrabber;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FOnPerkActivationTimerFinished OnPerkActivationTimerFinished;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UPerkHUDActivationWidget* BoundPerkActivationW;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float PerkActivationTimer;
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protected:
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FCanEscapeGrabberDelegate OnCanEscapeGrabberChanged;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TSubclassOf<AActor> GrabbedByClass;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FCoolDownProgressDelegate OnCoolDownProgress;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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bool bIsBeingBittenByCaveLeech;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UWidgetInteractionComponent* WidgetInteraction;
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UPROPERTY(BlueprintReadWrite, Config, EditAnywhere, meta=(AllowPrivateAccess=true))
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TArray<FPlatformComponent> PlatformComponentClasses;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FDownCameraSettings DownCameraSettings;
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UPROPERTY(EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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TArray<TWeakObjectPtr<AShieldGeneratorActor>> ActiveShieldGenerators;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGuid SavegameID;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FVector EstimatedVelocity;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FHoldButton FlareHeadlightButton;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FHoldButton CycleItemButton;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FHoldButton ToggleHUDButton;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float EquipLaserpointerHoldDuration;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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bool IsPressingMovementInputKey;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UPlayerCharacterID* characterID;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftClassPtr<ATutorialManager> TutorialManagerType;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSoftClassPtr<ATutorialManager> TutorialManagerSpacerig;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USkeletalMeshComponent* FPMesh;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UCameraComponent* FirstPersonCamera;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USceneComponent* FirstPersonRoot;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UActorTrackingComponent* ActorTracking;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UCharacterIntoxicationComponent* IntoxicationComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UMissionStatsCollector* MissionStatsCollector;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USpringArmComponent* ThirdPersonSpringArm;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UCameraComponent* ThirdPersonCamera;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UPointLightComponent* ThirdPersonLight;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USpringArmComponent* FollowSpringArm;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UCameraComponent* FollowCamera;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UCameraComponent* DownCamera;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UCharacterCameraController* CameraController;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UPlayerHealthComponent* HealthComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UCharacterSightComponent* SightComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UInventoryComponent* InventoryComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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UCharacterUseComponent* UseComponentNew;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
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USingleUsableComponent* UsableComponent;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
|
|
UOutlineComponent* OutlineComponent;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
|
|
UCharacterRecoilComponent* RecoilComponent;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
|
|
UStatusEffectsComponent* StatusEffectsComponent;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
|
|
UPawnStatsComponent* PawnStatsComponent;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
|
|
UPlayerAfflictionComponent* PawnAfflictionComponent;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
|
|
UPlayerInfoComponent* PlayerInfoComponent;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
|
|
UPlayerAttackPositionComponent* AttackerPositioningComponent;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
|
|
UCommunicationComponent* CommunicationComponent;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
|
|
UPlayerTemperatureComponent* TemperatureComponent;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
|
|
UPlayerInfectionComponent* InfectionComponent;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
|
|
UPlayerReactiveTerrainTrackerComponent* ReactiveTerrainTracker;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
|
|
UInstantUsable* TrackGrindUsableComponent;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float RunningSpeed;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float RunBoost;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float RunBoostChargeTime;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
USoundCue* RunBoostActivationSound;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
UParticleSystem* RunBoostParticles;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
UPawnAffliction* RunBoostAffliction;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
UPhysicsAsset* HangingPhysicsAsset;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float HangingSimulationBlend;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
bool IsPlayableCharacter;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
|
|
UAudioComponent* SprintSoundComponent;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
USoundCue* SpringSound;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
FAnalogAimSettings AimSettings;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float DownedCameraMinPitch;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float DownedCameraMaxPitch;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float TurnToFaceScannerAngularSpeed;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float Turn180Time;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float CarryingMovementSpeedPenalty;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float CarryingMaxFallVelocity;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float MaxThrowProgress;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float MaxThrowHoldDuration;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float CarryingThrowMinForce;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float CarryingThrowMaxForce;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float PlayerVelocityToThrowFactor;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
TSubclassOf<UStatusEffect> CarryingThrowingStatusEffect;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
float ThrowCarriableProgress;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
|
|
TMap<uint8, UCharacterStateComponent*> CharacterStates;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
TWeakObjectPtr<ATutorialManager> TutorialManager;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, ReplicatedUsing=OnRep_CharacterState, meta=(AllowPrivateAccess=true))
|
|
UCharacterStateComponent* ActiveCharacterState;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
bool IsInDropPod;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
bool IsInEscapePod;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float ButtonMemoryDuration;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
|
|
bool IsRunning;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
bool CanDash;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float DashInputWindow;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float DashFowardMovementMinRequirement;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float DashRightMovementMaxRequirement;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
float DashControllerMinValueRequired;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
float DashCooldown;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
TSubclassOf<UStatusEffect> DashStatusEffect;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
float ForwardInput;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
float RightInput;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
float ControllerForwardInput;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
float ControllerRightInput;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
float StoppedRunningTime;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
float ShoutPressedTime;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
bool bIsUsingItemPressed;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
bool bIsUsingPressed;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
float UsingDelay;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_HeadLightOn, meta=(AllowPrivateAccess=true))
|
|
bool HeadLightOn;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
|
|
bool IsUsing;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
float JumpPressedTime;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
bool CanMove;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
bool CanAim;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
bool CanUseItem;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
bool CanChangeItems;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
bool CanMine;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
bool CanSalute;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_IsStandingDown, meta=(AllowPrivateAccess=true))
|
|
bool IsStandingDown;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
bool InDanceRange;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_IsDancing, meta=(AllowPrivateAccess=true))
|
|
bool IsDancing;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
float DanceStartTime;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
UFSDAchievement* HappyFeetAchievement;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_DanceMove, meta=(AllowPrivateAccess=true))
|
|
int32 DanceMove;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
ECharacterCameraMode CameraMode;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
bool IsInCharacterSelectionWorld;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
bool bShouldSpawnAnimEffects;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
float IdleTime;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
UAnimMontage* FPDrinkSalute;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
UAnimMontage* TPDrinkSalute;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
UAnimMontage* CurrentSaluteMontage;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
TArray<UMaterialInterface*> CachedMaterials;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
bool BlockTrackGrindOnLanded;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
FString SteamClassID;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
UMaterialInstanceDynamic* RadarMaterialInstance;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
int32 RadarMaterialAngleParameterIndex;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
FVector LastUpdateVisibiltyPos;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
FVector SpawnLocation;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
UFSDPhysicalMaterial* FallbackPhysicalMaterial;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
bool ClientReady;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
|
|
UCharacterStateComponent* NextCharacterState;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
|
|
bool PlayerIsLeavingInDroppod;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
bool CanInstantRevive;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
|
|
bool HasInitializedPerks;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
|
|
UCharacterVanityComponent* CharacterVanity;
|
|
|
|
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
|
|
FCameraSpringSettings CameraSpringSettings;
|
|
|
|
public:
|
|
APlayerCharacter();
|
|
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void UseZipLine(AZipLineProjectile* ZipLine, const FVector& Start, const FVector& End);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void Unparalyze();
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable)
|
|
void ToggleScanTool(bool Visible);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void ToggleHUDReleased();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void ToggleHUDPressed();
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable)
|
|
void ToggleHeadLight();
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable)
|
|
void ThrowFlareReleased();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void ThrowFlarePressed();
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable)
|
|
void ThrowFlare();
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable)
|
|
void StopUsingItem();
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable)
|
|
void StartTutorials(bool ResetTutorials);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void StartPerkActivation(UPerkHUDActivationWidget* PerkActivationWidget, float HoldTime);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
UAudioComponent* SpawnSoundAttached(USoundBase* Sound, USceneComponent* AttachToComponent, float PriorityOverride, FName AttachPointName, FVector Location, FRotator Rotation, TEnumAsByte<EAttachLocation::Type> LocationType, bool bStopWhenAttachedToDestroyed, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation* AttenuationSettings, USoundConcurrency* ConcurrencySettings, bool bAutoDestroy, bool SendVibration);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
UAudioComponent* SpawnSoundAtLocation(USoundBase* Sound, FVector Location, FRotator Rotation, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundAttenuation* AttenuationSettings, USoundConcurrency* ConcurrencySettings, bool bAutoDestroy, bool SendVibration);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
UAudioComponent* SpawnSound2D(USoundBase* Sound, float PriorityOverride, float VolumeMultiplier, float PitchMultiplier, float StartTime, USoundConcurrency* ConcurrencySettings, bool bPersistAcrossLevelTransition, bool bAutoDestroy, bool SendVibration);
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable)
|
|
static void ShowSimpleHoldProgress(APlayerController* PlayerController, const FText& InDescription, float InProgress);
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable)
|
|
void SetStandingDown(bool standingDown);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void SetRadarMaterialInstance(UMaterialInstanceDynamic* matInstance);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void SetOutsideShieldGenerator(AShieldGeneratorActor* Shield);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void SetIsCharacterSelectionModel();
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void SetInstantUsables(bool Value);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void SetInsideShieldGenerator(AShieldGeneratorActor* Shield);
|
|
|
|
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
|
|
void SetInCharacterSelectionWorld();
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void SetHeadLight(bool On);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void SetFallbackPhysicalMaterial(UFSDPhysicalMaterial* PhysMat);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void SetCameraMode(ECharacterCameraMode NewCameraMode);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void SetAttached(USceneComponent* AttachTo, bool DelayUntilLanded);
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void Server_TriggerDash();
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void Server_StartSalute(UAnimMontage* startSalute);
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void Server_SpawnEnemies(UEnemyDescriptor* descriptor, int32 Count);
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void Server_Shouted();
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void Server_SetUsing(bool characterIsUsing);
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void Server_SetRunning(bool characterIsRunning);
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void Server_SetRunBoostActive(bool IsActive);
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void Server_SetIsThrowingCarriable(bool isThrowing);
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void Server_SetIsPressingMovementInput(bool aIsPushingInput);
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void Server_SetIsJumpPressed(bool InJumpPressed);
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void Server_SetDispenserReward(AEventRewardDispenser* Dispenser, USchematic* Reward);
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void Server_SetClientReady();
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void Server_InstantRevive(APlayerCharacter* ReviveTarget, EInputKeys Key);
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void Server_EscapeFromGrabber();
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void Server_CheatRevive();
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void Server_CheatKillAllFriendly();
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void Server_CheatKillAll();
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void Server_CheatJetBoots();
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void Server_CheatGodMode();
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void Server_CheatFlyMode(bool Active);
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void Server_CheatDebugFastMode(bool fast);
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void Server_CancelThrowingCarriable();
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void Server_CallDonkey();
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void Server_AddToTraceQueue(ADamageEnhancer* Target, FEnhancedTrace Item);
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void Server_AddImpulseToActor(AFSDPhysicsActor* Target, FVector_NetQuantize Impulse, FVector_NetQuantize Location, FVector_NetQuantize AngularImpulse);
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void Server_AddImpulse(const FVector_NetQuantizeNormal& Direction, float force);
|
|
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void Server_ActivateTemporaryBuff(UTemporaryBuff* buff);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void SendLevelUpStatistics(const int32 currentRank);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void ReviveProgress(float Progress);
|
|
|
|
UFUNCTION(BlueprintCallable, NetMulticast, Reliable)
|
|
void RequestChangeInGravityScale(float newGravityScale);
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable)
|
|
void RejectInvite();
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
|
|
void ReceiveOnHeadlightOn();
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
|
|
void ReceiveEscapedFromGrabber();
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
|
|
void Receive_ShowFieldMedicInstantReviveEffects();
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
|
|
void PrepareForEndScreen();
|
|
|
|
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
|
|
void PilotVehicle(AActor* Vehicle);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void Paralyze(AActor* ParalyzedBy);
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable)
|
|
void OpenChat();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnResourceFull(UCappedResource* Resource);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnRep_IsStandingDown();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnRep_IsDancing();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnRep_HeadLightOn();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnRep_DanceMove();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnRep_CharacterState(UCharacterStateComponent* oldState);
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
|
|
void OnPerkActivationFinished();
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnItemEquipped(AItem* Item);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnCharacterUsed(APlayerCharacter* User, EInputKeys Key);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void OnCharacterBeginUse(APlayerCharacter* User, EInputKeys Key);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void MouseWheelUp();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void MouseWheelDown();
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable)
|
|
bool LockIfState(ECharacterState LockIf, ECharacterState LockTo, bool canMoveAndAim);
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable)
|
|
void JumpRelease();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void JumpPress();
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool IsWithinDistance(AActor* Source, float Distance) const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool IsWalking() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool IsUsingPressed() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool IsUsingItemPressed() const;
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool IsStateActive(ECharacterState State) const;
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool IsSaluting() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool IsParalyzed() const;
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
bool IsMovementInputPressed();
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool IsMining() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool IsLyingDown() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool IsJumpPressed() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool IsInState(ECharacterState aState) const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool IsFrozen() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool IsFirstPerson() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool IsEquipepdActor(AActor* Actor) const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool IsDown() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool IsAlive() const;
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void InstantRevive(APlayerCharacter* ReviveTarget, EInputKeys Key);
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable)
|
|
void IgnoreInvite();
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool HasBeenRevived() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
UCharacterUseComponent* GetUseComponent() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
UPlayerTPAnimInstance* GetTPAnimInstance() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
float GetTimeSinceLastRevival() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
ECharacterState GetPreviousState() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
AFSDPlayerState* GetPlayerState() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
FString GetPlayerName() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
AFSDPlayerController* GetPlayerController() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
UInventoryList* GetInventoryList() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
FText GetHeroSwitchToMessage() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
FText GetHeroName() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
FHeroInfo GetHeroInfo() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
UTexture2D* GetHeroIcon() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
FLinearColor GetHeroColor() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
UPlayerFPAnimInstance* GetFPAnimInstance() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
AItem* GetEquippedItem() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
float GetDownTime() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
APlayerCharacter* GetDownCameraTarget() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
|
|
USceneComponent* GetDownCameraRotationPoint();
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
|
|
USceneComponent* GetDownCameraAttachPoint();
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, BlueprintPure)
|
|
ULightComponent* GetDebugPointLightComponent() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
ECharacterState GetCurrentState() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
UCommunicationComponent* GetCommunicationComponent() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
float GetClassXP();
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
UCharacterVanityComponent* GetCharacterVanity() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
UCharacterStateComponent* GetCharacterStateComponent(ECharacterState State) const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
float GetBeginRevivedProgress() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent, BlueprintPure)
|
|
UUsableComponent* GetBeastMasterUsableComponent() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
FString GetAnalyticsClass() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
FRotator GetAimRotation() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
FVector GetActorGroundLocation() const;
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
TArray<AShieldGeneratorActor*> GetActiveShieldGenerators();
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
UPlayerAnimInstance* GetActiveAnimInstance() const;
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void ForceIsPressingMovementInputKey();
|
|
|
|
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
|
|
void ExitVehicle();
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable)
|
|
void CycleItemUp();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void CycleItemReleased();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void CycleItemPressed();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void CycleItemDown();
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable)
|
|
void ConsumeCycleItemButton();
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable, Client, Unreliable)
|
|
void Client_TargetDamaged(UObject* Health, float Damage, float DamageModifier, bool IsWeakPoint, bool IsRadial);
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable, Client, Reliable)
|
|
void Client_OpenMinersManual();
|
|
|
|
UFUNCTION(BlueprintCallable, Client, Reliable)
|
|
void Client_AddImpulse(const FVector_NetQuantizeNormal& Direction, float force);
|
|
|
|
UFUNCTION(BlueprintCallable, Client, Reliable)
|
|
void Client_ActivateTemporaryBuff(UTemporaryBuff* buff);
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable, Client, Reliable)
|
|
void CheckWithoutAPaddleAchievement();
|
|
|
|
public:
|
|
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
|
|
void ChangeState(ECharacterState NewState);
|
|
|
|
UFUNCTION(BlueprintAuthorityOnly, BlueprintCallable)
|
|
void ChangeIfDifferentState(ECharacterState NewState);
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintPure)
|
|
bool CanEscapeFromGrabber() const;
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable)
|
|
void CallDonkeyReleased();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void CallDonkeyPressed();
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
|
|
void BP_OnUpdateMeshes();
|
|
|
|
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
|
|
void BP_OnControllerReady();
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable)
|
|
void AnnounceSchematicCollected(USchematic* InSchematic);
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable, NetMulticast, Unreliable)
|
|
void All_StartSalute(UAnimMontage* saluteMontage);
|
|
|
|
UFUNCTION(BlueprintCallable, NetMulticast, Unreliable)
|
|
void All_ShowImpactEffects(UParticleSystem* Particles, FVector_NetQuantize Location, FVector_NetQuantizeNormal Orientation) const;
|
|
|
|
public:
|
|
UFUNCTION(BlueprintCallable, NetMulticast, Unreliable)
|
|
void All_ShowFieldMedicInstantReviveEffects();
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void AddImpulseToActor(AFSDPhysicsActor* Target, FVector_NetQuantize Impulse, FVector_NetQuantize Location, FVector_NetQuantize AngularImpulse);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void AddImpulseFromVector(const FVector& Vector);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void AddImpulseFromDirectionAndForce(const FVector& Direction, float force);
|
|
|
|
protected:
|
|
UFUNCTION(BlueprintCallable, Reliable, Server)
|
|
void AcknowledgeCharacterState(ECharacterState eState);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void AcceptInvite();
|
|
|
|
|
|
// Fix for true pure virtual functions not being implemented
|
|
public:
|
|
UFUNCTION(BlueprintCallable)
|
|
bool HasMatchingGameplayTag(FGameplayTag TagToCheck) const override PURE_VIRTUAL(HasMatchingGameplayTag, return false;);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
bool HasAnyMatchingGameplayTags(const FGameplayTagContainer& TagContainer) const override PURE_VIRTUAL(HasAnyMatchingGameplayTags, return false;);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
bool HasAllMatchingGameplayTags(const FGameplayTagContainer& TagContainer) const override PURE_VIRTUAL(HasAllMatchingGameplayTags, return false;);
|
|
|
|
UFUNCTION(BlueprintCallable)
|
|
void GetOwnedGameplayTags(FGameplayTagContainer& TagContainer) const override PURE_VIRTUAL(GetOwnedGameplayTags,);
|
|
|
|
};
|
|
|