115 lines
5.6 KiB
C
115 lines
5.6 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/GameModeBase.h"
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#ifdef ENGINE_GameModeBase_generated_h
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#error "GameModeBase.generated.h already included, missing '#pragma once' in GameModeBase.h"
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#endif
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#define ENGINE_GameModeBase_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 AController;
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class APawn;
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class APlayerController;
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class APlayerState;
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class UClass;
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class UObject;
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// ********** Begin Class AGameModeBase ************************************************************
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameModeBase_h_49_RPC_WRAPPERS \
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ENGINE_API virtual void InitializeHUDForPlayer_Implementation(APlayerController* NewPlayer); \
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ENGINE_API virtual void InitStartSpot_Implementation(AActor* StartSpot, AController* NewPlayer); \
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ENGINE_API virtual APawn* SpawnDefaultPawnAtTransform_Implementation(AController* NewPlayer, FTransform const& SpawnTransform); \
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ENGINE_API virtual APawn* SpawnDefaultPawnFor_Implementation(AController* NewPlayer, AActor* StartSpot); \
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ENGINE_API virtual bool PlayerCanRestart_Implementation(APlayerController* Player); \
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ENGINE_API virtual AActor* FindPlayerStart_Implementation(AController* Player, const FString& IncomingName); \
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ENGINE_API virtual AActor* ChoosePlayerStart_Implementation(AController* Player); \
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ENGINE_API virtual bool CanSpectate_Implementation(APlayerController* Viewer, APlayerState* ViewTarget); \
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ENGINE_API virtual bool MustSpectate_Implementation(APlayerController* NewPlayerController) const; \
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ENGINE_API virtual void HandleStartingNewPlayer_Implementation(APlayerController* NewPlayer); \
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ENGINE_API virtual bool ShouldReset_Implementation(AActor* ActorToReset); \
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ENGINE_API virtual UClass* GetDefaultPawnClassForController_Implementation(AController* InController); \
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DECLARE_FUNCTION(execInitializeHUDForPlayer); \
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DECLARE_FUNCTION(execInitStartSpot); \
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DECLARE_FUNCTION(execSpawnDefaultPawnAtTransform); \
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DECLARE_FUNCTION(execSpawnDefaultPawnFor); \
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DECLARE_FUNCTION(execRestartPlayerAtTransform); \
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DECLARE_FUNCTION(execRestartPlayerAtPlayerStart); \
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DECLARE_FUNCTION(execRestartPlayer); \
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DECLARE_FUNCTION(execPlayerCanRestart); \
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DECLARE_FUNCTION(execK2_FindPlayerStart); \
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DECLARE_FUNCTION(execFindPlayerStart); \
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DECLARE_FUNCTION(execChoosePlayerStart); \
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DECLARE_FUNCTION(execChangeName); \
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DECLARE_FUNCTION(execCanSpectate); \
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DECLARE_FUNCTION(execMustSpectate); \
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DECLARE_FUNCTION(execHandleStartingNewPlayer); \
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DECLARE_FUNCTION(execReturnToMainMenuHost); \
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DECLARE_FUNCTION(execResetLevel); \
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DECLARE_FUNCTION(execShouldReset); \
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DECLARE_FUNCTION(execHasMatchEnded); \
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DECLARE_FUNCTION(execHasMatchStarted); \
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DECLARE_FUNCTION(execStartPlay); \
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DECLARE_FUNCTION(execGetNumSpectators); \
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DECLARE_FUNCTION(execGetNumPlayers); \
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DECLARE_FUNCTION(execGetDefaultPawnClassForController);
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameModeBase_h_49_CALLBACK_WRAPPERS
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struct Z_Construct_UClass_AGameModeBase_Statics;
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ENGINE_API UClass* Z_Construct_UClass_AGameModeBase_NoRegister();
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameModeBase_h_49_INCLASS \
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private: \
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static void StaticRegisterNativesAGameModeBase(); \
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friend struct ::Z_Construct_UClass_AGameModeBase_Statics; \
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static UClass* GetPrivateStaticClass(); \
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friend ENGINE_API UClass* ::Z_Construct_UClass_AGameModeBase_NoRegister(); \
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public: \
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DECLARE_CLASS2(AGameModeBase, AInfo, COMPILED_IN_FLAGS(0 | CLASS_Transient | CLASS_Config), CASTCLASS_None, TEXT("/Script/Engine"), Z_Construct_UClass_AGameModeBase_NoRegister) \
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DECLARE_SERIALIZER(AGameModeBase) \
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static constexpr const TCHAR* StaticConfigName() {return TEXT("Game");} \
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameModeBase_h_49_STANDARD_CONSTRUCTORS \
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/** Standard constructor, called after all reflected properties have been initialized */ \
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ENGINE_API AGameModeBase(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \
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DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(AGameModeBase) \
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DECLARE_VTABLE_PTR_HELPER_CTOR(ENGINE_API, AGameModeBase); \
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DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(AGameModeBase); \
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/** Deleted move- and copy-constructors, should never be used */ \
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AGameModeBase(AGameModeBase&&) = delete; \
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AGameModeBase(const AGameModeBase&) = delete; \
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ENGINE_API virtual ~AGameModeBase();
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameModeBase_h_46_PROLOG
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameModeBase_h_49_GENERATED_BODY_LEGACY \
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PRAGMA_DISABLE_DEPRECATION_WARNINGS \
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public: \
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FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameModeBase_h_49_RPC_WRAPPERS \
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FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameModeBase_h_49_CALLBACK_WRAPPERS \
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FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameModeBase_h_49_INCLASS \
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FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameModeBase_h_49_STANDARD_CONSTRUCTORS \
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public: \
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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class AGameModeBase;
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// ********** End Class AGameModeBase **************************************************************
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#undef CURRENT_FILE_ID
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#define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameModeBase_h
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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