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

170 lines
5.5 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "UObject/NoExportTypes.h"
#include "EventParticipant.h"
#include "FSDPawn.h"
#include "GuntowerModule.generated.h"
class AActor;
class AGuntowerEvent;
class AGuntowerModule;
class UAnimSequenceBase;
class UGunTowerHealthComponent;
class UParticleSystem;
class USkeletalMeshComponent;
class USoundCue;
class UStaticMeshComponent;
UCLASS(Blueprintable)
class AGuntowerModule : public AFSDPawn, public IEventParticipant {
GENERATED_BODY()
public:
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundCue* ExposeWeakpointSound;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundCue* deathSound;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UParticleSystem* deathParticles;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
TArray<AActor*> WeakpointActors;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FName BodyBone;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
FName TopConnectionPointName;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
FRotator CurrentTurretRotation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimSequenceBase* IntroductionAnimation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UStaticMeshComponent* ArmorPiece1;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UStaticMeshComponent* ArmorPiece2;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UStaticMeshComponent* ArmorPiece3;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USkeletalMeshComponent* ModuleMesh;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UGunTowerHealthComponent* GuntowerModuleHealth;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AGuntowerEvent* OwningEvent;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
AGuntowerModule* ChildModule;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float WeakpointsExposedTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float WeakpointsExposedTimeSolo;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float HideArmorTime;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float ArmorShootoutDelay;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float ArmorLaunchPower;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
int32 ModuleID;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool IsPassiveModule;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_IsModuleActive, meta=(AllowPrivateAccess=true))
bool ModuleIsActive;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_AreWeakpointExposed, meta=(AllowPrivateAccess=true))
bool AreWeakpointsExposed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
bool AreWeaponsExposed;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
bool ConstantRotation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_IsArmorOff, meta=(AllowPrivateAccess=true))
bool IsArmorOff;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_Exploded, meta=(AllowPrivateAccess=true))
bool Exploded;
public:
AGuntowerModule();
virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
UFUNCTION(BlueprintCallable)
void ShootOutArmor();
protected:
UFUNCTION(BlueprintCallable)
void SetModuleActive();
public:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnTearArmor();
protected:
UFUNCTION(BlueprintCallable)
void OnRep_IsModuleActive();
UFUNCTION(BlueprintCallable)
void OnRep_IsArmorOff();
UFUNCTION(BlueprintCallable)
void OnRep_Exploded();
UFUNCTION(BlueprintCallable)
void OnRep_AreWeakpointExposed();
public:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnActivationChanged(bool IsActivated);
UFUNCTION(BlueprintCallable)
void Introduce();
protected:
UFUNCTION(BlueprintCallable)
void HideWeakpoints();
UFUNCTION(BlueprintCallable)
void HideArmor();
public:
UFUNCTION(BlueprintCallable, BlueprintPure)
int32 GetModuleID() const;
protected:
UFUNCTION(BlueprintCallable)
void DoExplosion();
public:
UFUNCTION(BlueprintCallable)
void DeactivateTowerModule();
UFUNCTION(BlueprintCallable, NetMulticast, Unreliable)
void All_PlayIntroductionAnim();
UFUNCTION(BlueprintCallable)
void ActivateTowerModule();
// Fix for true pure virtual functions not being implemented
};