32 lines
940 B
C++
Executable file
32 lines
940 B
C++
Executable file
#pragma once
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#include "CoreMinimal.h"
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#include "GameplayTagContainer.h"
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#include "ItemUpgrade.h"
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#include "Templates/SubclassOf.h"
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#include "UpgradeValues.h"
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#include "TargetSpecificDamageBonusUpgrade.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 UTargetSpecificDamageBonusUpgrade : public UItemUpgrade {
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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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float Bonus;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FGameplayTagQuery tagQuery;
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UPROPERTY(BlueprintReadWrite, EditAnywhere, meta=(AllowPrivateAccess=true))
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FName Key;
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public:
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UTargetSpecificDamageBonusUpgrade();
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UFUNCTION(BlueprintCallable, BlueprintPure)
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static FUpgradeValues GetUpgradedValue(TSubclassOf<AActor> Item, AFSDPlayerState* Player, FName NewKey);
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};
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