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DedicatedServerCourse/Intermediate/Build/Win64/FPSTemplateServer/Inc/FPSTemplate/UHT/PlayerInterface.generated.h

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2026-01-28 19:08:51 -05:00
// Copyright Epic Games, Inc. All Rights Reserved.
/*===========================================================================
Generated code exported from UnrealHeaderTool.
DO NOT modify this manually! Edit the corresponding .h files instead!
===========================================================================*/
// IWYU pragma: private, include "Interfaces/PlayerInterface.h"
#ifdef FPSTEMPLATE_PlayerInterface_generated_h
#error "PlayerInterface.generated.h already included, missing '#pragma once' in PlayerInterface.h"
#endif
#define FPSTEMPLATE_PlayerInterface_generated_h
#include "UObject/ObjectMacros.h"
#include "UObject/ScriptMacros.h"
PRAGMA_DISABLE_DEPRECATION_WARNINGS
class AActor;
class AWeapon;
class USkeletalMeshComponent;
struct FGameplayTag;
// ********** Begin Interface UPlayerInterface *****************************************************
#define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Interfaces_PlayerInterface_h_17_RPC_WRAPPERS_NO_PURE_DECLS \
virtual void WeaponReplicated_Implementation() {}; \
virtual bool IsDeadOrDying_Implementation() { return false; }; \
virtual void InitializeWidgets_Implementation() {}; \
virtual int32 GetCarriedAmmo_Implementation() { return 0; }; \
virtual AWeapon* GetCurrentWeapon_Implementation() { return NULL; }; \
virtual void AddAmmo_Implementation(FGameplayTag const& WeaponType, int32 AmmoAmount) {}; \
virtual bool DoDamage_Implementation(float DamageAmount, AActor* DamageInstigator) { return false; }; \
virtual void Initiate_Jump_Implementation() {}; \
virtual void Initiate_Crouch_Implementation() {}; \
virtual void Initiate_Aim_Released_Implementation() {}; \
virtual void Initiate_Aim_Pressed_Implementation() {}; \
virtual void Initiate_ReloadWeapon_Implementation() {}; \
virtual void Initiate_FireWeapon_Released_Implementation() {}; \
virtual void Initiate_FireWeapon_Pressed_Implementation() {}; \
virtual void Notify_ReloadWeapon_Implementation() {}; \
virtual void Notify_CycleWeapon_Implementation() {}; \
virtual void Initiate_CycleWeapon_Implementation() {}; \
virtual bool IsFirstPerson_Implementation() const { return false; }; \
virtual USkeletalMeshComponent* GetPawnMesh_Implementation() const { return NULL; }; \
virtual USkeletalMeshComponent* GetSpecifcPawnMesh_Implementation(bool WantFirstPerson) const { return NULL; }; \
virtual FName GetWeaponAttachPoint_Implementation(FGameplayTag const& WeaponType) const { return NAME_None; }; \
DECLARE_FUNCTION(execWeaponReplicated); \
DECLARE_FUNCTION(execIsDeadOrDying); \
DECLARE_FUNCTION(execInitializeWidgets); \
DECLARE_FUNCTION(execGetCarriedAmmo); \
DECLARE_FUNCTION(execGetCurrentWeapon); \
DECLARE_FUNCTION(execAddAmmo); \
DECLARE_FUNCTION(execDoDamage); \
DECLARE_FUNCTION(execInitiate_Jump); \
DECLARE_FUNCTION(execInitiate_Crouch); \
DECLARE_FUNCTION(execInitiate_Aim_Released); \
DECLARE_FUNCTION(execInitiate_Aim_Pressed); \
DECLARE_FUNCTION(execInitiate_ReloadWeapon); \
DECLARE_FUNCTION(execInitiate_FireWeapon_Released); \
DECLARE_FUNCTION(execInitiate_FireWeapon_Pressed); \
DECLARE_FUNCTION(execNotify_ReloadWeapon); \
DECLARE_FUNCTION(execNotify_CycleWeapon); \
DECLARE_FUNCTION(execInitiate_CycleWeapon); \
DECLARE_FUNCTION(execIsFirstPerson); \
DECLARE_FUNCTION(execGetPawnMesh); \
DECLARE_FUNCTION(execGetSpecifcPawnMesh); \
DECLARE_FUNCTION(execGetWeaponAttachPoint);
#define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Interfaces_PlayerInterface_h_17_CALLBACK_WRAPPERS
struct Z_Construct_UClass_UPlayerInterface_Statics;
FPSTEMPLATE_API UClass* Z_Construct_UClass_UPlayerInterface_NoRegister();
#define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Interfaces_PlayerInterface_h_17_ENHANCED_CONSTRUCTORS \
/** Standard constructor, called after all reflected properties have been initialized */ \
FPSTEMPLATE_API UPlayerInterface(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \
/** Deleted move- and copy-constructors, should never be used */ \
UPlayerInterface(UPlayerInterface&&) = delete; \
UPlayerInterface(const UPlayerInterface&) = delete; \
DECLARE_VTABLE_PTR_HELPER_CTOR(FPSTEMPLATE_API, UPlayerInterface); \
DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UPlayerInterface); \
DEFINE_ABSTRACT_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(UPlayerInterface) \
virtual ~UPlayerInterface() = default;
#define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Interfaces_PlayerInterface_h_17_GENERATED_UINTERFACE_BODY() \
private: \
static void StaticRegisterNativesUPlayerInterface(); \
friend struct ::Z_Construct_UClass_UPlayerInterface_Statics; \
static UClass* GetPrivateStaticClass(); \
friend FPSTEMPLATE_API UClass* ::Z_Construct_UClass_UPlayerInterface_NoRegister(); \
public: \
DECLARE_CLASS2(UPlayerInterface, UInterface, COMPILED_IN_FLAGS(CLASS_Abstract | CLASS_Interface), CASTCLASS_None, TEXT("/Script/FPSTemplate"), Z_Construct_UClass_UPlayerInterface_NoRegister) \
DECLARE_SERIALIZER(UPlayerInterface)
#define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Interfaces_PlayerInterface_h_17_GENERATED_BODY \
PRAGMA_DISABLE_DEPRECATION_WARNINGS \
FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Interfaces_PlayerInterface_h_17_GENERATED_UINTERFACE_BODY() \
FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Interfaces_PlayerInterface_h_17_ENHANCED_CONSTRUCTORS \
private: \
PRAGMA_ENABLE_DEPRECATION_WARNINGS
#define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Interfaces_PlayerInterface_h_17_INCLASS_IINTERFACE_NO_PURE_DECLS \
protected: \
virtual ~IPlayerInterface() {} \
public: \
typedef UPlayerInterface UClassType; \
typedef IPlayerInterface ThisClass; \
static void Execute_AddAmmo(UObject* O, FGameplayTag const& WeaponType, int32 AmmoAmount); \
static bool Execute_DoDamage(UObject* O, float DamageAmount, AActor* DamageInstigator); \
static int32 Execute_GetCarriedAmmo(UObject* O); \
static AWeapon* Execute_GetCurrentWeapon(UObject* O); \
static USkeletalMeshComponent* Execute_GetPawnMesh(const UObject* O); \
static USkeletalMeshComponent* Execute_GetSpecifcPawnMesh(const UObject* O, bool WantFirstPerson); \
static FName Execute_GetWeaponAttachPoint(const UObject* O, FGameplayTag const& WeaponType); \
static void Execute_InitializeWidgets(UObject* O); \
static void Execute_Initiate_Aim_Pressed(UObject* O); \
static void Execute_Initiate_Aim_Released(UObject* O); \
static void Execute_Initiate_Crouch(UObject* O); \
static void Execute_Initiate_CycleWeapon(UObject* O); \
static void Execute_Initiate_FireWeapon_Pressed(UObject* O); \
static void Execute_Initiate_FireWeapon_Released(UObject* O); \
static void Execute_Initiate_Jump(UObject* O); \
static void Execute_Initiate_ReloadWeapon(UObject* O); \
static bool Execute_IsDeadOrDying(UObject* O); \
static bool Execute_IsFirstPerson(const UObject* O); \
static void Execute_Notify_CycleWeapon(UObject* O); \
static void Execute_Notify_ReloadWeapon(UObject* O); \
static void Execute_WeaponReplicated(UObject* O); \
virtual UObject* _getUObject() const { return nullptr; }
#define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Interfaces_PlayerInterface_h_14_PROLOG
#define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Interfaces_PlayerInterface_h_22_GENERATED_BODY \
PRAGMA_DISABLE_DEPRECATION_WARNINGS \
public: \
FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Interfaces_PlayerInterface_h_17_RPC_WRAPPERS_NO_PURE_DECLS \
FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Interfaces_PlayerInterface_h_17_CALLBACK_WRAPPERS \
FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Interfaces_PlayerInterface_h_17_INCLASS_IINTERFACE_NO_PURE_DECLS \
private: \
PRAGMA_ENABLE_DEPRECATION_WARNINGS
class UPlayerInterface;
// ********** End Interface UPlayerInterface *******************************************************
#undef CURRENT_FILE_ID
#define CURRENT_FILE_ID FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Interfaces_PlayerInterface_h
PRAGMA_ENABLE_DEPRECATION_WARNINGS