253 lines
14 KiB
C++
253 lines
14 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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/*===========================================================================
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Generated code exported from UnrealHeaderTool.
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DO NOT modify this manually! Edit the corresponding .h files instead!
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===========================================================================*/
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#include "UObject/GeneratedCppIncludes.h"
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#include "GameFramework/GameState.h"
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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static_assert(!UE_WITH_CONSTINIT_UOBJECT, "This generated code can only be compiled with !UE_WITH_CONSTINIT_OBJECT");
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void EmptyLinkFunctionForGeneratedCodeGameState() {}
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// ********** Begin Cross Module References ********************************************************
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ENGINE_API UClass* Z_Construct_UClass_AGameState();
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ENGINE_API UClass* Z_Construct_UClass_AGameState_NoRegister();
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ENGINE_API UClass* Z_Construct_UClass_AGameStateBase();
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UPackage* Z_Construct_UPackage__Script_Engine();
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// ********** End Cross Module References **********************************************************
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// ********** Begin Class AGameState Function OnRep_ElapsedTime ************************************
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struct Z_Construct_UFunction_AGameState_OnRep_ElapsedTime_Statics
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{
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#if WITH_METADATA
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static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = {
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{ "Comment", "/** Gives clients the chance to do something when time gets updates */" },
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{ "ModuleRelativePath", "Classes/GameFramework/GameState.h" },
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{ "ToolTip", "Gives clients the chance to do something when time gets updates" },
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};
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#endif // WITH_METADATA
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// ********** Begin Function OnRep_ElapsedTime constinit property declarations *********************
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// ********** End Function OnRep_ElapsedTime constinit property declarations ***********************
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static const UECodeGen_Private::FFunctionParams FuncParams;
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};
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const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameState_OnRep_ElapsedTime_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameState, nullptr, "OnRep_ElapsedTime", nullptr,
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0,
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0,
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RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x00020402, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameState_OnRep_ElapsedTime_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameState_OnRep_ElapsedTime_Statics::Function_MetaDataParams)}, };
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UFunction* Z_Construct_UFunction_AGameState_OnRep_ElapsedTime()
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{
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static UFunction* ReturnFunction = nullptr;
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if (!ReturnFunction)
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{
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UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameState_OnRep_ElapsedTime_Statics::FuncParams);
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}
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return ReturnFunction;
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}
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DEFINE_FUNCTION(AGameState::execOnRep_ElapsedTime)
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{
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P_FINISH;
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P_NATIVE_BEGIN;
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P_THIS->OnRep_ElapsedTime();
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P_NATIVE_END;
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}
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// ********** End Class AGameState Function OnRep_ElapsedTime **************************************
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// ********** Begin Class AGameState Function OnRep_MatchState *************************************
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struct Z_Construct_UFunction_AGameState_OnRep_MatchState_Statics
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{
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#if WITH_METADATA
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static constexpr UECodeGen_Private::FMetaDataPairParam Function_MetaDataParams[] = {
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{ "Comment", "/** Match state has changed */" },
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{ "ModuleRelativePath", "Classes/GameFramework/GameState.h" },
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{ "ToolTip", "Match state has changed" },
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};
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#endif // WITH_METADATA
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// ********** Begin Function OnRep_MatchState constinit property declarations **********************
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// ********** End Function OnRep_MatchState constinit property declarations ************************
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static const UECodeGen_Private::FFunctionParams FuncParams;
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};
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const UECodeGen_Private::FFunctionParams Z_Construct_UFunction_AGameState_OnRep_MatchState_Statics::FuncParams = { { (UObject*(*)())Z_Construct_UClass_AGameState, nullptr, "OnRep_MatchState", nullptr,
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0,
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0,
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RF_Public|RF_Transient|RF_MarkAsNative, (EFunctionFlags)0x00020402, 0, 0, METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UFunction_AGameState_OnRep_MatchState_Statics::Function_MetaDataParams), Z_Construct_UFunction_AGameState_OnRep_MatchState_Statics::Function_MetaDataParams)}, };
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UFunction* Z_Construct_UFunction_AGameState_OnRep_MatchState()
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{
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static UFunction* ReturnFunction = nullptr;
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if (!ReturnFunction)
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{
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UECodeGen_Private::ConstructUFunction(&ReturnFunction, Z_Construct_UFunction_AGameState_OnRep_MatchState_Statics::FuncParams);
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}
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return ReturnFunction;
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}
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DEFINE_FUNCTION(AGameState::execOnRep_MatchState)
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{
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P_FINISH;
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P_NATIVE_BEGIN;
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P_THIS->OnRep_MatchState();
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P_NATIVE_END;
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}
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// ********** End Class AGameState Function OnRep_MatchState ***************************************
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// ********** Begin Class AGameState ***************************************************************
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FClassRegistrationInfo Z_Registration_Info_UClass_AGameState;
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UClass* AGameState::GetPrivateStaticClass()
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{
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using TClass = AGameState;
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if (!Z_Registration_Info_UClass_AGameState.InnerSingleton)
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{
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GetPrivateStaticClassBody(
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TClass::StaticPackage(),
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TEXT("GameState"),
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Z_Registration_Info_UClass_AGameState.InnerSingleton,
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StaticRegisterNativesAGameState,
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sizeof(TClass),
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alignof(TClass),
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TClass::StaticClassFlags,
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TClass::StaticClassCastFlags(),
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TClass::StaticConfigName(),
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(UClass::ClassConstructorType)InternalConstructor<TClass>,
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(UClass::ClassVTableHelperCtorCallerType)InternalVTableHelperCtorCaller<TClass>,
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UOBJECT_CPPCLASS_STATICFUNCTIONS_FORCLASS(TClass),
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&TClass::Super::StaticClass,
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&TClass::WithinClass::StaticClass
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);
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}
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return Z_Registration_Info_UClass_AGameState.InnerSingleton;
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}
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UClass* Z_Construct_UClass_AGameState_NoRegister()
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{
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return AGameState::GetPrivateStaticClass();
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}
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struct Z_Construct_UClass_AGameState_Statics
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{
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#if WITH_METADATA
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static constexpr UECodeGen_Private::FMetaDataPairParam Class_MetaDataParams[] = {
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{ "Comment", "/**\n * GameState is a subclass of GameStateBase that behaves like a multiplayer match-based game.\n * It is tied to functionality in GameMode.\n */" },
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{ "HideCategories", "Input Movement Collision Rendering HLOD WorldPartition DataLayers Transformation" },
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{ "IncludePath", "GameFramework/GameState.h" },
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{ "ModuleRelativePath", "Classes/GameFramework/GameState.h" },
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{ "ShowCategories", "Input|MouseInput Input|TouchInput" },
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{ "ToolTip", "GameState is a subclass of GameStateBase that behaves like a multiplayer match-based game.\nIt is tied to functionality in GameMode." },
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};
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static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_MatchState_MetaData[] = {
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{ "Category", "GameState" },
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{ "Comment", "/** What match state we are currently in */" },
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{ "ModuleRelativePath", "Classes/GameFramework/GameState.h" },
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{ "ToolTip", "What match state we are currently in" },
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};
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static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_PreviousMatchState_MetaData[] = {
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{ "Category", "GameState" },
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{ "Comment", "/** Previous map state, used to handle if multiple transitions happen per frame */" },
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{ "ModuleRelativePath", "Classes/GameFramework/GameState.h" },
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{ "ToolTip", "Previous map state, used to handle if multiple transitions happen per frame" },
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};
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static constexpr UECodeGen_Private::FMetaDataPairParam NewProp_ElapsedTime_MetaData[] = {
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{ "Category", "GameState" },
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{ "Comment", "/** Elapsed game time since match has started. */" },
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{ "ModuleRelativePath", "Classes/GameFramework/GameState.h" },
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{ "ToolTip", "Elapsed game time since match has started." },
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};
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#endif // WITH_METADATA
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// ********** Begin Class AGameState constinit property declarations *******************************
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static const UECodeGen_Private::FNamePropertyParams NewProp_MatchState;
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static const UECodeGen_Private::FNamePropertyParams NewProp_PreviousMatchState;
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static const UECodeGen_Private::FIntPropertyParams NewProp_ElapsedTime;
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static const UECodeGen_Private::FPropertyParamsBase* const PropPointers[];
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// ********** End Class AGameState constinit property declarations *********************************
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static constexpr UE::CodeGen::FClassNativeFunction Funcs[] = {
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{ .NameUTF8 = UTF8TEXT("OnRep_ElapsedTime"), .Pointer = &AGameState::execOnRep_ElapsedTime },
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{ .NameUTF8 = UTF8TEXT("OnRep_MatchState"), .Pointer = &AGameState::execOnRep_MatchState },
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};
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static UObject* (*const DependentSingletons[])();
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static constexpr FClassFunctionLinkInfo FuncInfo[] = {
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{ &Z_Construct_UFunction_AGameState_OnRep_ElapsedTime, "OnRep_ElapsedTime" }, // 157055399
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{ &Z_Construct_UFunction_AGameState_OnRep_MatchState, "OnRep_MatchState" }, // 660715505
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};
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static_assert(UE_ARRAY_COUNT(FuncInfo) < 2048);
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static constexpr FCppClassTypeInfoStatic StaticCppClassTypeInfo = {
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TCppClassTypeTraits<AGameState>::IsAbstract,
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};
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static const UECodeGen_Private::FClassParams ClassParams;
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}; // struct Z_Construct_UClass_AGameState_Statics
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// ********** Begin Class AGameState Property Definitions ******************************************
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const UECodeGen_Private::FNamePropertyParams Z_Construct_UClass_AGameState_Statics::NewProp_MatchState = { "MatchState", "OnRep_MatchState", (EPropertyFlags)0x0020080100020835, UECodeGen_Private::EPropertyGenFlags::Name, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameState, MatchState), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_MatchState_MetaData), NewProp_MatchState_MetaData) };
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const UECodeGen_Private::FNamePropertyParams Z_Construct_UClass_AGameState_Statics::NewProp_PreviousMatchState = { "PreviousMatchState", nullptr, (EPropertyFlags)0x0020080000020815, UECodeGen_Private::EPropertyGenFlags::Name, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameState, PreviousMatchState), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_PreviousMatchState_MetaData), NewProp_PreviousMatchState_MetaData) };
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const UECodeGen_Private::FIntPropertyParams Z_Construct_UClass_AGameState_Statics::NewProp_ElapsedTime = { "ElapsedTime", "OnRep_ElapsedTime", (EPropertyFlags)0x0010000100000034, UECodeGen_Private::EPropertyGenFlags::Int, RF_Public|RF_Transient|RF_MarkAsNative, nullptr, nullptr, 1, STRUCT_OFFSET(AGameState, ElapsedTime), METADATA_PARAMS(UE_ARRAY_COUNT(NewProp_ElapsedTime_MetaData), NewProp_ElapsedTime_MetaData) };
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const UECodeGen_Private::FPropertyParamsBase* const Z_Construct_UClass_AGameState_Statics::PropPointers[] = {
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(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameState_Statics::NewProp_MatchState,
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(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameState_Statics::NewProp_PreviousMatchState,
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(const UECodeGen_Private::FPropertyParamsBase*)&Z_Construct_UClass_AGameState_Statics::NewProp_ElapsedTime,
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};
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static_assert(UE_ARRAY_COUNT(Z_Construct_UClass_AGameState_Statics::PropPointers) < 2048);
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// ********** End Class AGameState Property Definitions ********************************************
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UObject* (*const Z_Construct_UClass_AGameState_Statics::DependentSingletons[])() = {
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(UObject* (*)())Z_Construct_UClass_AGameStateBase,
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(UObject* (*)())Z_Construct_UPackage__Script_Engine,
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};
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static_assert(UE_ARRAY_COUNT(Z_Construct_UClass_AGameState_Statics::DependentSingletons) < 16);
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const UECodeGen_Private::FClassParams Z_Construct_UClass_AGameState_Statics::ClassParams = {
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&AGameState::StaticClass,
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"Game",
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&StaticCppClassTypeInfo,
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DependentSingletons,
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FuncInfo,
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Z_Construct_UClass_AGameState_Statics::PropPointers,
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nullptr,
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UE_ARRAY_COUNT(DependentSingletons),
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UE_ARRAY_COUNT(FuncInfo),
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UE_ARRAY_COUNT(Z_Construct_UClass_AGameState_Statics::PropPointers),
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0,
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0x008802A4u,
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METADATA_PARAMS(UE_ARRAY_COUNT(Z_Construct_UClass_AGameState_Statics::Class_MetaDataParams), Z_Construct_UClass_AGameState_Statics::Class_MetaDataParams)
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};
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void AGameState::StaticRegisterNativesAGameState()
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{
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UClass* Class = AGameState::StaticClass();
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FNativeFunctionRegistrar::RegisterFunctions(Class, MakeConstArrayView(Z_Construct_UClass_AGameState_Statics::Funcs));
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}
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UClass* Z_Construct_UClass_AGameState()
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{
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if (!Z_Registration_Info_UClass_AGameState.OuterSingleton)
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{
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UECodeGen_Private::ConstructUClass(Z_Registration_Info_UClass_AGameState.OuterSingleton, Z_Construct_UClass_AGameState_Statics::ClassParams);
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}
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return Z_Registration_Info_UClass_AGameState.OuterSingleton;
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}
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#if VALIDATE_CLASS_REPS
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void AGameState::ValidateGeneratedRepEnums(const TArray<struct FRepRecord>& ClassReps) const
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{
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static FName Name_MatchState(TEXT("MatchState"));
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static FName Name_ElapsedTime(TEXT("ElapsedTime"));
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const bool bIsValid = true
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&& Name_MatchState == ClassReps[(int32)ENetFields_Private::MatchState].Property->GetFName()
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&& Name_ElapsedTime == ClassReps[(int32)ENetFields_Private::ElapsedTime].Property->GetFName();
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checkf(bIsValid, TEXT("UHT Generated Rep Indices do not match runtime populated Rep Indices for properties in AGameState"));
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}
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#endif
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DEFINE_VTABLE_PTR_HELPER_CTOR_NS(, AGameState);
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AGameState::~AGameState() {}
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// ********** End Class AGameState *****************************************************************
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// ********** Begin Registration *******************************************************************
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struct Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameState_h__Script_Engine_Statics
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{
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static constexpr FClassRegisterCompiledInInfo ClassInfo[] = {
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{ Z_Construct_UClass_AGameState, AGameState::StaticClass, TEXT("AGameState"), &Z_Registration_Info_UClass_AGameState, CONSTRUCT_RELOAD_VERSION_INFO(FClassReloadVersionInfo, sizeof(AGameState), 3690152496U) },
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};
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}; // Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameState_h__Script_Engine_Statics
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static FRegisterCompiledInInfo Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameState_h__Script_Engine_3200306406{
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TEXT("/Script/Engine"),
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Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameState_h__Script_Engine_Statics::ClassInfo, UE_ARRAY_COUNT(Z_CompiledInDeferFile_FID_Engine_Source_Runtime_Engine_Classes_GameFramework_GameState_h__Script_Engine_Statics::ClassInfo),
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nullptr, 0,
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nullptr, 0,
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};
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// ********** End Registration *********************************************************************
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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