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

66 lines
2.1 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "CharacterVanitySave.h"
#include "ItemLoadout.h"
#include "Templates/SubclassOf.h"
#include "UpgradeLoadout.h"
#include "VictoryPoseSave.h"
#include "CharacterSave.generated.h"
class APlayerCharacter;
USTRUCT(BlueprintType)
struct FCharacterSave {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FGuid SavegameID;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 XP;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool HasCompletedRetirementCampaign;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 TimesRetired;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 RetiredCharacterLevels;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool HasSeenRetirementRewardScreen;
private:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TSubclassOf<APlayerCharacter> CharacterClass;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FCharacterVanitySave Vanity;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
int32 SelectedLoadout;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FItemLoadout Loadout;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FItemLoadout> Loadouts;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
TArray<FUpgradeLoadout> ItemUpgradeLoadouts;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FItemLoadout RandomWeaponLoadout;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FUpgradeLoadout RandomItemUpgradeLoadouts;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FVictoryPoseSave VictoryPose;
public:
FSD_API FCharacterSave();
};