156 lines
8.4 KiB
C
156 lines
8.4 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 "Combat/CombatComponent.h"
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#ifdef FPSTEMPLATE_CombatComponent_generated_h
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#error "CombatComponent.generated.h already included, missing '#pragma once' in CombatComponent.h"
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#endif
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#define FPSTEMPLATE_CombatComponent_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 AWeapon;
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class UAnimMontage;
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class UCombatComponent;
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class UMaterialInstanceDynamic;
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struct FHitResult;
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struct FReticleParams;
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struct FVector_NetQuantize;
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// ********** Begin Delegate FReticleChangedDelegate ***********************************************
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#define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_11_DELEGATE \
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FPSTEMPLATE_API void FReticleChangedDelegate_DelegateWrapper(const FMulticastScriptDelegate& ReticleChangedDelegate, UMaterialInstanceDynamic* ReticleDynMatInst, FReticleParams const& ReticleParams, bool bCurrentlyTargetingPlayer);
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// ********** End Delegate FReticleChangedDelegate *************************************************
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// ********** Begin Delegate FAmmoCounterChangedDelegate *******************************************
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#define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_12_DELEGATE \
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FPSTEMPLATE_API void FAmmoCounterChangedDelegate_DelegateWrapper(const FMulticastScriptDelegate& AmmoCounterChangedDelegate, UMaterialInstanceDynamic* AmmoCounterDynMatInst, int32 RoundsCurrent, int32 RoundsMax);
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// ********** End Delegate FAmmoCounterChangedDelegate *********************************************
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// ********** Begin Delegate FTargetingPlayerStatusChangedDelegate *********************************
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#define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_13_DELEGATE \
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FPSTEMPLATE_API void FTargetingPlayerStatusChangedDelegate_DelegateWrapper(const FMulticastScriptDelegate& TargetingPlayerStatusChangedDelegate, bool bIsTargetingPlayer);
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// ********** End Delegate FTargetingPlayerStatusChangedDelegate ***********************************
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// ********** Begin Delegate FRoundFiredDelegate ***************************************************
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#define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_14_DELEGATE \
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FPSTEMPLATE_API void FRoundFiredDelegate_DelegateWrapper(const FMulticastScriptDelegate& RoundFiredDelegate, int32 RoundsCurrent, int32 RoundsMax, int32 RoundsCarried);
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// ********** End Delegate FRoundFiredDelegate *****************************************************
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// ********** Begin Delegate FAimingStatusChangedDelegate ******************************************
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#define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_15_DELEGATE \
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FPSTEMPLATE_API void FAimingStatusChangedDelegate_DelegateWrapper(const FMulticastScriptDelegate& AimingStatusChangedDelegate, bool bIsAiming);
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// ********** End Delegate FAimingStatusChangedDelegate ********************************************
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// ********** Begin Delegate FCarriedAmmoChangedDelegate *******************************************
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#define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_16_DELEGATE \
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FPSTEMPLATE_API void FCarriedAmmoChangedDelegate_DelegateWrapper(const FMulticastScriptDelegate& CarriedAmmoChangedDelegate, UMaterialInstanceDynamic* WeaponIconDynMatInst, int32 InCarriedAmmo, int32 RoundsInWeapon);
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// ********** End Delegate FCarriedAmmoChangedDelegate *********************************************
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// ********** Begin Delegate FRoundReportedDelegate ************************************************
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#define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_17_DELEGATE \
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FPSTEMPLATE_API void FRoundReportedDelegate_DelegateWrapper(const FMulticastScriptDelegate& RoundReportedDelegate, AActor* Attacker, AActor* Victim, bool bHit, bool bHeadShot, bool bLethal);
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// ********** End Delegate FRoundReportedDelegate **************************************************
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// ********** Begin Class UCombatComponent *********************************************************
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#define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_25_RPC_WRAPPERS_NO_PURE_DECLS \
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virtual void Server_Aim_Implementation(bool bPressed); \
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virtual void Client_ReloadWeapon_Implementation(int32 NewWeaponAmmo, int32 NewCarriedAmmo); \
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virtual void Multicast_ReloadWeapon_Implementation(int32 NewWeaponAmmo, int32 NewCarriedAmmo, bool bLocalOwnerReload); \
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virtual void Server_ReloadWeapon_Implementation(bool bLocalOwnerReload); \
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virtual void Multicast_FireWeapon_Implementation(FHitResult const& Impact, int32 AuthAmmo); \
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virtual void Server_FireWeapon_Implementation(FVector_NetQuantize const& TraceStart, FHitResult const& Impact, bool bScoredHit, bool bHeadShot); \
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virtual void Multicast_CycleWeapon_Implementation(const int32 WeaponIndex); \
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virtual void Server_CycleWeapon_Implementation(const int32 WeaponIndex); \
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virtual void ServerEquipWeapon_Implementation(AWeapon* NewWeapon); \
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DECLARE_FUNCTION(execOnRep_CarriedAmmo); \
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DECLARE_FUNCTION(execOnRep_CurrentWeapon); \
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DECLARE_FUNCTION(execServer_Aim); \
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DECLARE_FUNCTION(execClient_ReloadWeapon); \
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DECLARE_FUNCTION(execMulticast_ReloadWeapon); \
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DECLARE_FUNCTION(execServer_ReloadWeapon); \
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DECLARE_FUNCTION(execMulticast_FireWeapon); \
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DECLARE_FUNCTION(execServer_FireWeapon); \
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DECLARE_FUNCTION(execBlendOut_CycleWeapon); \
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DECLARE_FUNCTION(execMulticast_CycleWeapon); \
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DECLARE_FUNCTION(execServer_CycleWeapon); \
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DECLARE_FUNCTION(execServerEquipWeapon); \
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DECLARE_FUNCTION(execFindCombatComponent);
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#define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_25_CALLBACK_WRAPPERS
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struct Z_Construct_UClass_UCombatComponent_Statics;
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FPSTEMPLATE_API UClass* Z_Construct_UClass_UCombatComponent_NoRegister();
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#define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_25_INCLASS_NO_PURE_DECLS \
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private: \
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static void StaticRegisterNativesUCombatComponent(); \
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friend struct ::Z_Construct_UClass_UCombatComponent_Statics; \
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static UClass* GetPrivateStaticClass(); \
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friend FPSTEMPLATE_API UClass* ::Z_Construct_UClass_UCombatComponent_NoRegister(); \
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public: \
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DECLARE_CLASS2(UCombatComponent, UActorComponent, COMPILED_IN_FLAGS(0 | CLASS_Config), CASTCLASS_None, TEXT("/Script/FPSTemplate"), Z_Construct_UClass_UCombatComponent_NoRegister) \
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DECLARE_SERIALIZER(UCombatComponent) \
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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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bAiming=NETFIELD_REP_START, \
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CarriedAmmo, \
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Inventory, \
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CurrentWeapon, \
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NETFIELD_REP_END=CurrentWeapon }; \
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DECLARE_VALIDATE_GENERATED_REP_ENUMS(NO_API)
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#define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_25_ENHANCED_CONSTRUCTORS \
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/** Deleted move- and copy-constructors, should never be used */ \
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UCombatComponent(UCombatComponent&&) = delete; \
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UCombatComponent(const UCombatComponent&) = delete; \
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DECLARE_VTABLE_PTR_HELPER_CTOR(NO_API, UCombatComponent); \
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DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UCombatComponent); \
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DEFINE_DEFAULT_CONSTRUCTOR_CALL(UCombatComponent) \
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NO_API virtual ~UCombatComponent();
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#define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_22_PROLOG
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#define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_25_GENERATED_BODY \
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PRAGMA_DISABLE_DEPRECATION_WARNINGS \
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public: \
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FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_25_RPC_WRAPPERS_NO_PURE_DECLS \
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FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_25_CALLBACK_WRAPPERS \
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FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_25_INCLASS_NO_PURE_DECLS \
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FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_25_ENHANCED_CONSTRUCTORS \
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private: \
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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class UCombatComponent;
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// ********** End Class UCombatComponent ***********************************************************
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#undef CURRENT_FILE_ID
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#define CURRENT_FILE_ID FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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