191 lines
7.1 KiB
C++
Executable file
191 lines
7.1 KiB
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "UObject/NoExportTypes.h"
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#include "Components/ActorComponent.h"
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#include "Engine/EngineTypes.h"
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#include "ECharacterCameraMode.h"
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#include "ECharacterState.h"
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#include "JetBootsDelegateDelegate.h"
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#include "JetBootsMovementComponent.generated.h"
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class AActor;
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class APlayerCharacter;
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class UAudioComponent;
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class UFXSystemAsset;
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class UFXSystemComponent;
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class UJetBootsSettings;
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class UNiagaraComponent;
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class UNiagaraSystem;
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class UPrimitiveComponent;
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class USkeletalMesh;
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class USkeletalMeshComponent;
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class USoundCue;
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UCLASS(Blueprintable, ClassGroup=Custom, meta=(BlueprintSpawnableComponent))
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class UJetBootsMovementComponent : public UActorComponent {
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GENERATED_BODY()
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public:
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protected:
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FJetBootsDelegate FuelUpdated;
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UPROPERTY(BlueprintAssignable, BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FJetBootsDelegate FuelUpdatedNonLocal;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UJetBootsSettings* Settings;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundCue* UseSound;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundCue* DeactivatedSound;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USoundCue* OverHeatSound;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UAudioComponent* UseAudioComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UAudioComponent* OverHeatAudioComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UAudioComponent* DeactivatedAudioComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UAudioComponent* TP_UseAudioComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UAudioComponent* TP_OverHeatAudioComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UAudioComponent* TP_DeactivatedAudioComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UNiagaraSystem* FootParticles;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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UFXSystemAsset* FootParticlesFP;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FName FootSocketNameLeft;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FName FootSocketNameRight;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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USkeletalMesh* FootAttachMesh;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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USkeletalMeshComponent* LFootAttachMeshComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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USkeletalMeshComponent* RFootAttachMeshComponent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UNiagaraComponent* LeftFootParticles;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UNiagaraComponent* RightFootParticles;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
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UFXSystemComponent* FPFootParticles;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, meta=(AllowPrivateAccess=true))
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APlayerCharacter* Character;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float FromJumpDelay;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float FromTerrainStartDelay;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float OverHeatAtPercent;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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float AddPlayerAirVelocityToThrowFactor;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_CurrentJetFuel, meta=(AllowPrivateAccess=true))
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float CurrentJetFuel;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, ReplicatedUsing=OnRep_IsUsing, meta=(AllowPrivateAccess=true))
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bool IsUsing;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Replicated, Transient, meta=(AllowPrivateAccess=true))
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bool isFromTakeOff;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, Transient, ReplicatedUsing=OnRep_OverHeated, meta=(AllowPrivateAccess=true))
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bool overHeated;
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public:
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UJetBootsMovementComponent();
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virtual void GetLifetimeReplicatedProps(TArray<FLifetimeProperty>& OutLifetimeProps) const override;
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protected:
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UFUNCTION(BlueprintCallable, Reliable, Server)
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void Server_SetOverheated(bool Current);
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UFUNCTION(BlueprintCallable, Reliable, Server)
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void Server_SetIsUsing(bool Current, bool last, bool NewIsFromTakeOff);
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UFUNCTION(BlueprintCallable, Reliable, Server)
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void Server_SetCurrentJetFuel(float Current);
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public:
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UFUNCTION(BlueprintCallable)
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void RemoveJetBoots();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void Receive_OnTakeOffLocal();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void Receive_OnOverheatedChanged(bool NewOverHeated);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void Receive_OnDestroy();
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void Receive_OnCharacterSet(APlayerCharacter* Player);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void Receive_OnActiveChangedServer(bool IsActive, bool fromTakeOff);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void Receive_OnActiveChangedNonLocal(bool IsActive, bool fromTakeOff);
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UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
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void Receive_OnActiveChangedLocal(bool IsActive, bool fromTakeOff);
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protected:
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UFUNCTION(BlueprintCallable)
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void OnStateChanged(ECharacterState State);
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UFUNCTION(BlueprintCallable)
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void OnRep_OverHeated(bool lastOverheated);
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UFUNCTION(BlueprintCallable)
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void OnRep_IsUsing(bool lastUsing);
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UFUNCTION(BlueprintCallable)
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void OnRep_CurrentJetFuel();
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UFUNCTION(BlueprintCallable)
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void OnPlayerCharacterHit(UPrimitiveComponent* HitComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
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UFUNCTION(BlueprintCallable)
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void OnJumpReleased();
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UFUNCTION(BlueprintCallable)
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void OnJumpPressed();
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UFUNCTION(BlueprintCallable)
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void OnCameraModeChanged(ECharacterCameraMode NewCameraMode, ECharacterCameraMode OldCameraMode);
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public:
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UFUNCTION(BlueprintCallable, Client, Reliable)
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void Client_SetIsUsing(bool NewIsUsing);
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};
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