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

47 lines
1.5 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "UObject/NoExportTypes.h"
#include "AnimatedItem.h"
#include "Templates/SubclassOf.h"
#include "Upgradable.h"
#include "RecallableItem.generated.h"
class AActor;
class ARecallableActor;
UCLASS(Abstract, Blueprintable)
class ARecallableItem : public AAnimatedItem, public IUpgradable {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<ARecallableActor> ItemType;
UPROPERTY(EditAnywhere, Transient, ReplicatedUsing=OnRep_ActiveItems, meta=(AllowPrivateAccess=true))
TArray<TWeakObjectPtr<ARecallableActor>> ActiveItems;
public:
ARecallableItem();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
protected:
UFUNCTION(BlueprintCallable, Reliable, Server)
void ServerSpawnItem(const FVector& Location, const FRotator& Rotation);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void ReceiveOnItemSpawned(ARecallableActor* Item);
UFUNCTION(BlueprintCallable)
void OnRep_ActiveItems();
UFUNCTION(BlueprintCallable)
void ItemReturnFinished(AActor* Item, bool success);
UFUNCTION(BlueprintCallable, BlueprintNativeEvent)
bool CanSpawnItem(const FVector& Location, const FRotator& Rotation);
// Fix for true pure virtual functions not being implemented
};