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DedicatedServerCourse/Intermediate/Build/Win64/FPSTemplateEditor/Inc/FPSTemplate/UHT/CombatComponent.generated.h
Norman Lansing ecb33115bf Initial Commit
2026-01-28 19:08:51 -05:00

156 lines
8.4 KiB
C++

// 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