39 lines
1.9 KiB
C++
Executable file
39 lines
1.9 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 "Kismet/BlueprintFunctionLibrary.h"
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#include "PlayerCharacterFunctionLibrary.generated.h"
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class AActor;
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class AFSDPlayerState;
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class APlayerCharacter;
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class UObject;
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UCLASS(Blueprintable)
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class UPlayerCharacterFunctionLibrary : public UBlueprintFunctionLibrary {
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GENERATED_BODY()
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public:
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UPlayerCharacterFunctionLibrary();
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UFUNCTION(BlueprintCallable, meta=(WorldContext="WorldContextObject"))
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static bool SetPlayerVoiceMuted(UObject* WorldContextObject, AFSDPlayerState* PlayerState, bool Mute, bool TrySystemWide, int32 localUserNum);
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UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject"))
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static bool IsPlayerVoiceMuted(UObject* WorldContextObject, AFSDPlayerState* PlayerState, int32 localUserNum);
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UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject"))
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static APlayerCharacter* GetRandomPlayer(UObject* WorldContextObject, bool MustBeAlive, bool MustNotBeParalyzed);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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static APlayerCharacter* GetNearestVisiblePlayer(AActor* From, float MaxDistance, bool MustBeAlive, bool MustNotBeParalyzed);
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UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContextObject"))
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static APlayerCharacter* GetNearestPlayerToPosition(UObject* WorldContextObject, FVector Position, float MaxDistance, bool MustBeAlive, bool MustBeUnparalyzed, bool XYOnly);
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UFUNCTION(BlueprintCallable, BlueprintPure, meta=(WorldContext="WorldContext"))
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static APlayerCharacter* GetNearestPlayerFrom(UObject* WorldContext, FVector From, float MaxDistance, bool MustBeAlive, bool MustBeUnparalyzed, bool XYOnly);
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UFUNCTION(BlueprintCallable, BlueprintPure)
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static APlayerCharacter* GetNearestPlayer(AActor* From, float MaxDistance, bool MustBeAlive, bool MustBeUnparalyzed, bool XYOnly);
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};
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