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

39 lines
1.9 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "PlayerCharacterFunctionLibrary.generated.h"
class AActor;
class AFSDPlayerState;
class APlayerCharacter;
class UObject;
UCLASS(Blueprintable)
class UPlayerCharacterFunctionLibrary : public UBlueprintFunctionLibrary {
GENERATED_BODY()
public:
UPlayerCharacterFunctionLibrary();
UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
static bool SetPlayerVoiceMuted(UObject* WorldContextObject, AFSDPlayerState* PlayerState, bool Mute, bool TrySystemWide, int32 localUserNum);
UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject"))
static bool IsPlayerVoiceMuted(UObject* WorldContextObject, AFSDPlayerState* PlayerState, int32 localUserNum);
UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject"))
static APlayerCharacter* GetRandomPlayer(UObject* WorldContextObject, bool MustBeAlive, bool MustNotBeParalyzed);
UFUNCTION(BlueprintCallable, BlueprintPure)
static APlayerCharacter* GetNearestVisiblePlayer(AActor* From, float MaxDistance, bool MustBeAlive, bool MustNotBeParalyzed);
UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject"))
static APlayerCharacter* GetNearestPlayerToPosition(UObject* WorldContextObject, FVector Position, float MaxDistance, bool MustBeAlive, bool MustBeUnparalyzed, bool XYOnly);
UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContext"))
static APlayerCharacter* GetNearestPlayerFrom(UObject* WorldContext, FVector From, float MaxDistance, bool MustBeAlive, bool MustBeUnparalyzed, bool XYOnly);
UFUNCTION(BlueprintCallable, BlueprintPure)
static APlayerCharacter* GetNearestPlayer(AActor* From, float MaxDistance, bool MustBeAlive, bool MustBeUnparalyzed, bool XYOnly);
};