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

102 lines
3.3 KiB
C++
Executable file

#pragma once
#include "CoreMinimal.h"
#include "Engine/NetSerialization.h"
#include "AnimatedItem.h"
#include "EInputKeys.h"
#include "Throwable.h"
#include "PlagueCleanupItem.generated.h"
class APlayerCharacter;
class UAnimMontage;
class UAudioComponent;
class UBoxComponent;
class UCrosshairAggregator;
class UInstantUsable;
class UKeepInsideWorld;
class UObjective;
class USoundCue;
class USphereComponent;
UCLASS(Blueprintable)
class FSD_API APlagueCleanupItem : public AAnimatedItem, public IThrowable {
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UBoxComponent* DroppedCollider;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UInstantUsable* PickupUsable;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
USphereComponent* UseSphere;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UCrosshairAggregator* CrosshairAggregator;
protected:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimMontage* FP_FireAnimation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimMontage* TP_FireAnimation;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimMontage* FP_Gunsling;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimMontage* TP_Gunsling;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
UAnimMontage* Item_Gunsling;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundCue* UsingSound;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float UsingSoundFadeout;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
USoundCue* UsingSoundTail;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, meta=(AllowPrivateAccess=true))
UKeepInsideWorld* KeepInsideWorld;
UPROPERTY(BlueprintReadWrite, EditAnywhere, Instanced, Transient, meta=(AllowPrivateAccess=true))
UAudioComponent* UsingSoundInstance;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
float FireRate;
public:
APlagueCleanupItem();
protected:
UFUNCTION(BlueprintCallable, Server, Unreliable)
void Server_Gunsling();
public:
UFUNCTION(BlueprintCallable, Reliable, Server)
void Server_EnablePhysics(const FVector_NetQuantize& Direction);
protected:
UFUNCTION(BlueprintCallable)
void OnPickupUsed(APlayerCharacter* User, EInputKeys Key);
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnObjectiveChanged(UObjective* Objective);
public:
UFUNCTION(BlueprintCallable, BlueprintImplementableEvent)
void OnInRangeChanged(bool InRange);
protected:
UFUNCTION(BlueprintCallable, NetMulticast, Unreliable)
void All_Gunsling();
public:
UFUNCTION(BlueprintCallable, NetMulticast, Reliable)
void All_EnablePhysics(const FVector_NetQuantize& Direction);
// Fix for true pure virtual functions not being implemented
};