// 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