// 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 "Combat/CombatComponent.h" #ifdef FPSTEMPLATE_CombatComponent_generated_h #error "CombatComponent.generated.h already included, missing '#pragma once' in CombatComponent.h" #endif #define FPSTEMPLATE_CombatComponent_generated_h #include "UObject/ObjectMacros.h" #include "UObject/ScriptMacros.h" PRAGMA_DISABLE_DEPRECATION_WARNINGS class AActor; class AWeapon; class UAnimMontage; class UCombatComponent; class UMaterialInstanceDynamic; struct FHitResult; struct FReticleParams; struct FVector_NetQuantize; // ********** Begin Delegate FReticleChangedDelegate *********************************************** #define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_11_DELEGATE \ FPSTEMPLATE_API void FReticleChangedDelegate_DelegateWrapper(const FMulticastScriptDelegate& ReticleChangedDelegate, UMaterialInstanceDynamic* ReticleDynMatInst, FReticleParams const& ReticleParams, bool bCurrentlyTargetingPlayer); // ********** End Delegate FReticleChangedDelegate ************************************************* // ********** Begin Delegate FAmmoCounterChangedDelegate ******************************************* #define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_12_DELEGATE \ FPSTEMPLATE_API void FAmmoCounterChangedDelegate_DelegateWrapper(const FMulticastScriptDelegate& AmmoCounterChangedDelegate, UMaterialInstanceDynamic* AmmoCounterDynMatInst, int32 RoundsCurrent, int32 RoundsMax); // ********** End Delegate FAmmoCounterChangedDelegate ********************************************* // ********** Begin Delegate FTargetingPlayerStatusChangedDelegate ********************************* #define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_13_DELEGATE \ FPSTEMPLATE_API void FTargetingPlayerStatusChangedDelegate_DelegateWrapper(const FMulticastScriptDelegate& TargetingPlayerStatusChangedDelegate, bool bIsTargetingPlayer); // ********** End Delegate FTargetingPlayerStatusChangedDelegate *********************************** // ********** Begin Delegate FRoundFiredDelegate *************************************************** #define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_14_DELEGATE \ FPSTEMPLATE_API void FRoundFiredDelegate_DelegateWrapper(const FMulticastScriptDelegate& RoundFiredDelegate, int32 RoundsCurrent, int32 RoundsMax, int32 RoundsCarried); // ********** End Delegate FRoundFiredDelegate ***************************************************** // ********** Begin Delegate FAimingStatusChangedDelegate ****************************************** #define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_15_DELEGATE \ FPSTEMPLATE_API void FAimingStatusChangedDelegate_DelegateWrapper(const FMulticastScriptDelegate& AimingStatusChangedDelegate, bool bIsAiming); // ********** End Delegate FAimingStatusChangedDelegate ******************************************** // ********** Begin Delegate FCarriedAmmoChangedDelegate ******************************************* #define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_16_DELEGATE \ FPSTEMPLATE_API void FCarriedAmmoChangedDelegate_DelegateWrapper(const FMulticastScriptDelegate& CarriedAmmoChangedDelegate, UMaterialInstanceDynamic* WeaponIconDynMatInst, int32 InCarriedAmmo, int32 RoundsInWeapon); // ********** End Delegate FCarriedAmmoChangedDelegate ********************************************* // ********** Begin Delegate FRoundReportedDelegate ************************************************ #define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_17_DELEGATE \ FPSTEMPLATE_API void FRoundReportedDelegate_DelegateWrapper(const FMulticastScriptDelegate& RoundReportedDelegate, AActor* Attacker, AActor* Victim, bool bHit, bool bHeadShot, bool bLethal); // ********** End Delegate FRoundReportedDelegate ************************************************** // ********** Begin Class UCombatComponent ********************************************************* #define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_25_RPC_WRAPPERS_NO_PURE_DECLS \ virtual void Server_Aim_Implementation(bool bPressed); \ virtual void Client_ReloadWeapon_Implementation(int32 NewWeaponAmmo, int32 NewCarriedAmmo); \ virtual void Multicast_ReloadWeapon_Implementation(int32 NewWeaponAmmo, int32 NewCarriedAmmo, bool bLocalOwnerReload); \ virtual void Server_ReloadWeapon_Implementation(bool bLocalOwnerReload); \ virtual void Multicast_FireWeapon_Implementation(FHitResult const& Impact, int32 AuthAmmo); \ virtual void Server_FireWeapon_Implementation(FVector_NetQuantize const& TraceStart, FHitResult const& Impact, bool bScoredHit, bool bHeadShot); \ virtual void Multicast_CycleWeapon_Implementation(const int32 WeaponIndex); \ virtual void Server_CycleWeapon_Implementation(const int32 WeaponIndex); \ virtual void ServerEquipWeapon_Implementation(AWeapon* NewWeapon); \ DECLARE_FUNCTION(execOnRep_CarriedAmmo); \ DECLARE_FUNCTION(execOnRep_CurrentWeapon); \ DECLARE_FUNCTION(execServer_Aim); \ DECLARE_FUNCTION(execClient_ReloadWeapon); \ DECLARE_FUNCTION(execMulticast_ReloadWeapon); \ DECLARE_FUNCTION(execServer_ReloadWeapon); \ DECLARE_FUNCTION(execMulticast_FireWeapon); \ DECLARE_FUNCTION(execServer_FireWeapon); \ DECLARE_FUNCTION(execBlendOut_CycleWeapon); \ DECLARE_FUNCTION(execMulticast_CycleWeapon); \ DECLARE_FUNCTION(execServer_CycleWeapon); \ DECLARE_FUNCTION(execServerEquipWeapon); \ DECLARE_FUNCTION(execFindCombatComponent); #define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_25_CALLBACK_WRAPPERS struct Z_Construct_UClass_UCombatComponent_Statics; FPSTEMPLATE_API UClass* Z_Construct_UClass_UCombatComponent_NoRegister(); #define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_25_INCLASS_NO_PURE_DECLS \ private: \ static void StaticRegisterNativesUCombatComponent(); \ friend struct ::Z_Construct_UClass_UCombatComponent_Statics; \ static UClass* GetPrivateStaticClass(); \ friend FPSTEMPLATE_API UClass* ::Z_Construct_UClass_UCombatComponent_NoRegister(); \ public: \ DECLARE_CLASS2(UCombatComponent, UActorComponent, COMPILED_IN_FLAGS(0 | CLASS_Config), CASTCLASS_None, TEXT("/Script/FPSTemplate"), Z_Construct_UClass_UCombatComponent_NoRegister) \ DECLARE_SERIALIZER(UCombatComponent) \ enum class ENetFields_Private : uint16 \ { \ NETFIELD_REP_START=(uint16)((int32)Super::ENetFields_Private::NETFIELD_REP_END + (int32)1), \ bAiming=NETFIELD_REP_START, \ CarriedAmmo, \ Inventory, \ CurrentWeapon, \ NETFIELD_REP_END=CurrentWeapon }; \ DECLARE_VALIDATE_GENERATED_REP_ENUMS(NO_API) #define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_25_ENHANCED_CONSTRUCTORS \ /** Deleted move- and copy-constructors, should never be used */ \ UCombatComponent(UCombatComponent&&) = delete; \ UCombatComponent(const UCombatComponent&) = delete; \ DECLARE_VTABLE_PTR_HELPER_CTOR(NO_API, UCombatComponent); \ DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UCombatComponent); \ DEFINE_DEFAULT_CONSTRUCTOR_CALL(UCombatComponent) \ NO_API virtual ~UCombatComponent(); #define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_22_PROLOG #define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_25_GENERATED_BODY \ PRAGMA_DISABLE_DEPRECATION_WARNINGS \ public: \ FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_25_RPC_WRAPPERS_NO_PURE_DECLS \ FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_25_CALLBACK_WRAPPERS \ FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_25_INCLASS_NO_PURE_DECLS \ FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h_25_ENHANCED_CONSTRUCTORS \ private: \ PRAGMA_ENABLE_DEPRECATION_WARNINGS class UCombatComponent; // ********** End Class UCombatComponent *********************************************************** #undef CURRENT_FILE_ID #define CURRENT_FILE_ID FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Combat_CombatComponent_h PRAGMA_ENABLE_DEPRECATION_WARNINGS