122 lines
5.7 KiB
C
122 lines
5.7 KiB
C
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// Copyright Epic Games, Inc. All Rights Reserved.
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/*===========================================================================
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Generated code exported from UnrealHeaderTool.
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DO NOT modify this manually! Edit the corresponding .h files instead!
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===========================================================================*/
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// IWYU pragma: private, include "GameFramework/Controller.h"
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#ifdef ENGINE_Controller_generated_h
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#error "Controller.generated.h already included, missing '#pragma once' in Controller.h"
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#endif
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#define ENGINE_Controller_generated_h
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#include "UObject/ObjectMacros.h"
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#include "UObject/ScriptMacros.h"
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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class AActor;
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class APawn;
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class UDamageType;
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// ********** Begin Delegate FInstigatedAnyDamageSignature *****************************************
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Controller_h_18_DELEGATE \
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ENGINE_API void FInstigatedAnyDamageSignature_DelegateWrapper(const FMulticastScriptDelegate& InstigatedAnyDamageSignature, float Damage, const UDamageType* DamageType, AActor* DamagedActor, AActor* DamageCauser);
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// ********** End Delegate FInstigatedAnyDamageSignature *******************************************
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// ********** Begin Delegate FOnPossessedPawnChanged ***********************************************
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Controller_h_20_DELEGATE \
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ENGINE_API void FOnPossessedPawnChanged_DelegateWrapper(const FMulticastScriptDelegate& OnPossessedPawnChanged, APawn* OldPawn, APawn* NewPawn);
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// ********** End Delegate FOnPossessedPawnChanged *************************************************
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// ********** Begin Class AController **************************************************************
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Controller_h_42_RPC_WRAPPERS_NO_PURE_DECLS \
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ENGINE_API virtual bool ClientSetRotation_Validate(FRotator , bool ); \
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ENGINE_API virtual void ClientSetRotation_Implementation(FRotator NewRotation, bool bResetCamera); \
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ENGINE_API virtual bool ClientSetLocation_Validate(FVector , FRotator ); \
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ENGINE_API virtual void ClientSetLocation_Implementation(FVector NewLocation, FRotator NewRotation); \
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DECLARE_FUNCTION(execResetIgnoreInputFlags); \
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DECLARE_FUNCTION(execIsLookInputIgnored); \
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DECLARE_FUNCTION(execResetIgnoreLookInput); \
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DECLARE_FUNCTION(execSetIgnoreLookInput); \
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DECLARE_FUNCTION(execIsMoveInputIgnored); \
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DECLARE_FUNCTION(execResetIgnoreMoveInput); \
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DECLARE_FUNCTION(execSetIgnoreMoveInput); \
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DECLARE_FUNCTION(execStopMovement); \
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DECLARE_FUNCTION(execGetPlayerViewPoint); \
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DECLARE_FUNCTION(execUnPossess); \
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DECLARE_FUNCTION(execPossess); \
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DECLARE_FUNCTION(execIsLocalController); \
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DECLARE_FUNCTION(execIsLocalPlayerController); \
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DECLARE_FUNCTION(execIsPlayerController); \
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DECLARE_FUNCTION(execGetDesiredRotation); \
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DECLARE_FUNCTION(execGetViewTarget); \
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DECLARE_FUNCTION(execK2_GetPawn); \
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DECLARE_FUNCTION(execClientSetRotation); \
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DECLARE_FUNCTION(execClientSetLocation); \
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DECLARE_FUNCTION(execOnRep_PlayerState); \
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DECLARE_FUNCTION(execOnRep_Pawn); \
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DECLARE_FUNCTION(execLineOfSightTo); \
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DECLARE_FUNCTION(execSetInitialLocationAndRotation); \
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DECLARE_FUNCTION(execSetControlRotation); \
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DECLARE_FUNCTION(execGetControlRotation);
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Controller_h_42_CALLBACK_WRAPPERS
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struct Z_Construct_UClass_AController_Statics;
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ENGINE_API UClass* Z_Construct_UClass_AController_NoRegister();
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Controller_h_42_INCLASS_NO_PURE_DECLS \
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private: \
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static void StaticRegisterNativesAController(); \
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friend struct ::Z_Construct_UClass_AController_Statics; \
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static UClass* GetPrivateStaticClass(); \
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friend ENGINE_API UClass* ::Z_Construct_UClass_AController_NoRegister(); \
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public: \
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DECLARE_CLASS2(AController, AActor, COMPILED_IN_FLAGS(CLASS_Abstract | CLASS_Config), CASTCLASS_None, TEXT("/Script/Engine"), Z_Construct_UClass_AController_NoRegister) \
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DECLARE_SERIALIZER(AController) \
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virtual UObject* _getUObject() const override { return const_cast<AController*>(this); } \
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enum class ENetFields_Private : uint16 \
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{ \
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NETFIELD_REP_START=(uint16)((int32)Super::ENetFields_Private::NETFIELD_REP_END + (int32)1), \
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PlayerState=NETFIELD_REP_START, \
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Pawn, \
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NETFIELD_REP_END=Pawn }; \
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DECLARE_VALIDATE_GENERATED_REP_ENUMS(ENGINE_API)
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Controller_h_42_ENHANCED_CONSTRUCTORS \
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/** Deleted move- and copy-constructors, should never be used */ \
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AController(AController&&) = delete; \
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AController(const AController&) = delete; \
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DECLARE_VTABLE_PTR_HELPER_CTOR(ENGINE_API, AController); \
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DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(AController); \
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DEFINE_ABSTRACT_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(AController) \
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ENGINE_API virtual ~AController();
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Controller_h_39_PROLOG
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Controller_h_42_GENERATED_BODY \
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PRAGMA_DISABLE_DEPRECATION_WARNINGS \
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public: \
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FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Controller_h_42_RPC_WRAPPERS_NO_PURE_DECLS \
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FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Controller_h_42_CALLBACK_WRAPPERS \
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FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Controller_h_42_INCLASS_NO_PURE_DECLS \
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FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Controller_h_42_ENHANCED_CONSTRUCTORS \
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private: \
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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class AController;
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// ********** End Class AController ****************************************************************
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#undef CURRENT_FILE_ID
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#define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Classes_GameFramework_Controller_h
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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