33 lines
1.1 KiB
C++
Executable file
33 lines
1.1 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "EDamageComponentType.h"
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#include "EDamageUpgrade.h"
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#include "StandardItemUpgrade.h"
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#include "Templates/SubclassOf.h"
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#include "UpgradeValues.h"
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#include "DamageUpgrade.generated.h"
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class AActor;
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class AFSDPlayerState;
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UCLASS(Blueprintable, EditInlineNew, MinimalAPI)
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class UDamageUpgrade : public UStandardItemUpgrade {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EDamageUpgrade upgradeType;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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EDamageComponentType DamageComponentType;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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TSubclassOf<AActor> RequiredClass;
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public:
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UDamageUpgrade();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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static FUpgradeValues GetUpgradedValue(TSubclassOf<AActor> Item, TSubclassOf<AActor> upgradedItem, AFSDPlayerState* Player, EDamageUpgrade NewUpgradeType, EDamageComponentType NewDamageComponentType);
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};
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