Initial Commit - Lesson 31 (Commit #1)
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90
Source/FPSTemplate/Public/Interfaces/PlayerInterface.h
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90
Source/FPSTemplate/Public/Interfaces/PlayerInterface.h
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#pragma once
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/Interface.h"
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#include "PlayerInterface.generated.h"
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class UShooterOverlay;
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struct FGameplayTag;
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class AWeapon;
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// This class does not need to be modified.
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UINTERFACE(MinimalAPI)
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class UPlayerInterface : public UInterface
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{
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GENERATED_BODY()
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};
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class FPSTEMPLATE_API IPlayerInterface
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{
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GENERATED_BODY()
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// Add interface functions to this class. This is the class that will be inherited to implement this interface.
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public:
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
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FName GetWeaponAttachPoint(const FGameplayTag& WeaponType) const;
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
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USkeletalMeshComponent* GetSpecifcPawnMesh(bool WantFirstPerson) const;
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
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USkeletalMeshComponent* GetPawnMesh() const;
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
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bool IsFirstPerson() const;
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
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void Initiate_CycleWeapon();
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
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void Notify_CycleWeapon();
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
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void Notify_ReloadWeapon();
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UFUNCTION(BlueprintNativeEvent)
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void Initiate_FireWeapon_Pressed();
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UFUNCTION(BlueprintNativeEvent)
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void Initiate_FireWeapon_Released();
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UFUNCTION(BlueprintNativeEvent)
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void Initiate_ReloadWeapon();
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UFUNCTION(BlueprintNativeEvent)
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void Initiate_Aim_Pressed();
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UFUNCTION(BlueprintNativeEvent)
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void Initiate_Aim_Released();
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UFUNCTION(BlueprintNativeEvent)
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void Initiate_Crouch();
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UFUNCTION(BlueprintNativeEvent)
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void Initiate_Jump();
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
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bool DoDamage(float DamageAmount, AActor* DamageInstigator);
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
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void AddAmmo(const FGameplayTag& WeaponType, int32 AmmoAmount);
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
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AWeapon* GetCurrentWeapon();
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
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int32 GetCarriedAmmo();
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
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void InitializeWidgets();
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
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bool IsDeadOrDying();
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UFUNCTION(BlueprintNativeEvent, BlueprintCallable)
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void WeaponReplicated();
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};
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