90 lines
4.0 KiB
C
90 lines
4.0 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/GameStateBase.h"
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#ifdef ENGINE_GameStateBase_generated_h
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#error "GameStateBase.generated.h already included, missing '#pragma once' in GameStateBase.h"
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#endif
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#define ENGINE_GameStateBase_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 AController;
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// ********** Begin Class AGameStateBase ***********************************************************
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameStateBase_h_34_RPC_WRAPPERS \
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DECLARE_FUNCTION(execOnRep_ReplicatedWorldTimeSecondsDouble); \
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DECLARE_FUNCTION(execOnRep_ReplicatedHasBegunPlay); \
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DECLARE_FUNCTION(execOnRep_SpectatorClass); \
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DECLARE_FUNCTION(execOnRep_GameModeClass); \
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DECLARE_FUNCTION(execGetPlayerRespawnDelay); \
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DECLARE_FUNCTION(execGetPlayerStartTime); \
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DECLARE_FUNCTION(execHasMatchEnded); \
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DECLARE_FUNCTION(execHasMatchStarted); \
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DECLARE_FUNCTION(execHasBegunPlay); \
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DECLARE_FUNCTION(execGetServerWorldTimeSeconds);
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struct Z_Construct_UClass_AGameStateBase_Statics;
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ENGINE_API UClass* Z_Construct_UClass_AGameStateBase_NoRegister();
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameStateBase_h_34_INCLASS \
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private: \
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static void StaticRegisterNativesAGameStateBase(); \
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friend struct ::Z_Construct_UClass_AGameStateBase_Statics; \
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static UClass* GetPrivateStaticClass(); \
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friend ENGINE_API UClass* ::Z_Construct_UClass_AGameStateBase_NoRegister(); \
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public: \
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DECLARE_CLASS2(AGameStateBase, AInfo, COMPILED_IN_FLAGS(0 | CLASS_Config), CASTCLASS_None, TEXT("/Script/Engine"), Z_Construct_UClass_AGameStateBase_NoRegister) \
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DECLARE_SERIALIZER(AGameStateBase) \
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static constexpr const TCHAR* StaticConfigName() {return TEXT("Game");} \
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\
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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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GameModeClass=NETFIELD_REP_START, \
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SpectatorClass, \
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bReplicatedHasBegunPlay, \
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ReplicatedWorldTimeSecondsDouble, \
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NETFIELD_REP_END=ReplicatedWorldTimeSecondsDouble }; \
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DECLARE_VALIDATE_GENERATED_REP_ENUMS(ENGINE_API)
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameStateBase_h_34_STANDARD_CONSTRUCTORS \
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/** Standard constructor, called after all reflected properties have been initialized */ \
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ENGINE_API AGameStateBase(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \
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DEFINE_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(AGameStateBase) \
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DECLARE_VTABLE_PTR_HELPER_CTOR(ENGINE_API, AGameStateBase); \
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DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(AGameStateBase); \
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/** Deleted move- and copy-constructors, should never be used */ \
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AGameStateBase(AGameStateBase&&) = delete; \
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AGameStateBase(const AGameStateBase&) = delete; \
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ENGINE_API virtual ~AGameStateBase();
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameStateBase_h_31_PROLOG
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#define FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameStateBase_h_34_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_GameStateBase_h_34_RPC_WRAPPERS \
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FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameStateBase_h_34_INCLASS \
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FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameStateBase_h_34_STANDARD_CONSTRUCTORS \
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public: \
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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class AGameStateBase;
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// ********** End Class AGameStateBase *************************************************************
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#undef CURRENT_FILE_ID
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#define CURRENT_FILE_ID FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameStateBase_h
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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