153 lines
7.9 KiB
C++
153 lines
7.9 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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// IWYU pragma: private, include "Interfaces/PlayerInterface.h"
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#ifdef FPSTEMPLATE_PlayerInterface_generated_h
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#error "PlayerInterface.generated.h already included, missing '#pragma once' in PlayerInterface.h"
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#endif
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#define FPSTEMPLATE_PlayerInterface_generated_h
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#include "UObject/ObjectMacros.h"
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#include "UObject/ScriptMacros.h"
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PRAGMA_DISABLE_DEPRECATION_WARNINGS
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class AActor;
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class AWeapon;
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class USkeletalMeshComponent;
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struct FGameplayTag;
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// ********** Begin Interface UPlayerInterface *****************************************************
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#define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Interfaces_PlayerInterface_h_17_RPC_WRAPPERS_NO_PURE_DECLS \
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virtual void WeaponReplicated_Implementation() {}; \
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virtual bool IsDeadOrDying_Implementation() { return false; }; \
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virtual void InitializeWidgets_Implementation() {}; \
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virtual int32 GetCarriedAmmo_Implementation() { return 0; }; \
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virtual AWeapon* GetCurrentWeapon_Implementation() { return NULL; }; \
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virtual void AddAmmo_Implementation(FGameplayTag const& WeaponType, int32 AmmoAmount) {}; \
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virtual bool DoDamage_Implementation(float DamageAmount, AActor* DamageInstigator) { return false; }; \
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virtual void Initiate_Jump_Implementation() {}; \
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virtual void Initiate_Crouch_Implementation() {}; \
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virtual void Initiate_Aim_Released_Implementation() {}; \
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virtual void Initiate_Aim_Pressed_Implementation() {}; \
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virtual void Initiate_ReloadWeapon_Implementation() {}; \
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virtual void Initiate_FireWeapon_Released_Implementation() {}; \
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virtual void Initiate_FireWeapon_Pressed_Implementation() {}; \
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virtual void Notify_ReloadWeapon_Implementation() {}; \
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virtual void Notify_CycleWeapon_Implementation() {}; \
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virtual void Initiate_CycleWeapon_Implementation() {}; \
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virtual bool IsFirstPerson_Implementation() const { return false; }; \
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virtual USkeletalMeshComponent* GetPawnMesh_Implementation() const { return NULL; }; \
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virtual USkeletalMeshComponent* GetSpecifcPawnMesh_Implementation(bool WantFirstPerson) const { return NULL; }; \
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virtual FName GetWeaponAttachPoint_Implementation(FGameplayTag const& WeaponType) const { return NAME_None; }; \
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DECLARE_FUNCTION(execWeaponReplicated); \
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DECLARE_FUNCTION(execIsDeadOrDying); \
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DECLARE_FUNCTION(execInitializeWidgets); \
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DECLARE_FUNCTION(execGetCarriedAmmo); \
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DECLARE_FUNCTION(execGetCurrentWeapon); \
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DECLARE_FUNCTION(execAddAmmo); \
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DECLARE_FUNCTION(execDoDamage); \
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DECLARE_FUNCTION(execInitiate_Jump); \
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DECLARE_FUNCTION(execInitiate_Crouch); \
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DECLARE_FUNCTION(execInitiate_Aim_Released); \
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DECLARE_FUNCTION(execInitiate_Aim_Pressed); \
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DECLARE_FUNCTION(execInitiate_ReloadWeapon); \
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DECLARE_FUNCTION(execInitiate_FireWeapon_Released); \
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DECLARE_FUNCTION(execInitiate_FireWeapon_Pressed); \
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DECLARE_FUNCTION(execNotify_ReloadWeapon); \
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DECLARE_FUNCTION(execNotify_CycleWeapon); \
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DECLARE_FUNCTION(execInitiate_CycleWeapon); \
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DECLARE_FUNCTION(execIsFirstPerson); \
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DECLARE_FUNCTION(execGetPawnMesh); \
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DECLARE_FUNCTION(execGetSpecifcPawnMesh); \
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DECLARE_FUNCTION(execGetWeaponAttachPoint);
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#define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Interfaces_PlayerInterface_h_17_CALLBACK_WRAPPERS
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struct Z_Construct_UClass_UPlayerInterface_Statics;
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FPSTEMPLATE_API UClass* Z_Construct_UClass_UPlayerInterface_NoRegister();
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#define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Interfaces_PlayerInterface_h_17_ENHANCED_CONSTRUCTORS \
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/** Standard constructor, called after all reflected properties have been initialized */ \
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FPSTEMPLATE_API UPlayerInterface(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get()); \
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/** Deleted move- and copy-constructors, should never be used */ \
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UPlayerInterface(UPlayerInterface&&) = delete; \
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UPlayerInterface(const UPlayerInterface&) = delete; \
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DECLARE_VTABLE_PTR_HELPER_CTOR(FPSTEMPLATE_API, UPlayerInterface); \
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DEFINE_VTABLE_PTR_HELPER_CTOR_CALLER(UPlayerInterface); \
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DEFINE_ABSTRACT_DEFAULT_OBJECT_INITIALIZER_CONSTRUCTOR_CALL(UPlayerInterface) \
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virtual ~UPlayerInterface() = default;
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#define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Interfaces_PlayerInterface_h_17_GENERATED_UINTERFACE_BODY() \
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private: \
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static void StaticRegisterNativesUPlayerInterface(); \
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friend struct ::Z_Construct_UClass_UPlayerInterface_Statics; \
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static UClass* GetPrivateStaticClass(); \
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friend FPSTEMPLATE_API UClass* ::Z_Construct_UClass_UPlayerInterface_NoRegister(); \
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public: \
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DECLARE_CLASS2(UPlayerInterface, UInterface, COMPILED_IN_FLAGS(CLASS_Abstract | CLASS_Interface), CASTCLASS_None, TEXT("/Script/FPSTemplate"), Z_Construct_UClass_UPlayerInterface_NoRegister) \
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DECLARE_SERIALIZER(UPlayerInterface)
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#define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Interfaces_PlayerInterface_h_17_GENERATED_BODY \
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PRAGMA_DISABLE_DEPRECATION_WARNINGS \
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FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Interfaces_PlayerInterface_h_17_GENERATED_UINTERFACE_BODY() \
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FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Interfaces_PlayerInterface_h_17_ENHANCED_CONSTRUCTORS \
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private: \
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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#define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Interfaces_PlayerInterface_h_17_INCLASS_IINTERFACE_NO_PURE_DECLS \
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protected: \
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virtual ~IPlayerInterface() {} \
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public: \
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typedef UPlayerInterface UClassType; \
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typedef IPlayerInterface ThisClass; \
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static void Execute_AddAmmo(UObject* O, FGameplayTag const& WeaponType, int32 AmmoAmount); \
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static bool Execute_DoDamage(UObject* O, float DamageAmount, AActor* DamageInstigator); \
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static int32 Execute_GetCarriedAmmo(UObject* O); \
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static AWeapon* Execute_GetCurrentWeapon(UObject* O); \
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static USkeletalMeshComponent* Execute_GetPawnMesh(const UObject* O); \
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static USkeletalMeshComponent* Execute_GetSpecifcPawnMesh(const UObject* O, bool WantFirstPerson); \
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static FName Execute_GetWeaponAttachPoint(const UObject* O, FGameplayTag const& WeaponType); \
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static void Execute_InitializeWidgets(UObject* O); \
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static void Execute_Initiate_Aim_Pressed(UObject* O); \
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static void Execute_Initiate_Aim_Released(UObject* O); \
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static void Execute_Initiate_Crouch(UObject* O); \
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static void Execute_Initiate_CycleWeapon(UObject* O); \
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static void Execute_Initiate_FireWeapon_Pressed(UObject* O); \
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static void Execute_Initiate_FireWeapon_Released(UObject* O); \
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static void Execute_Initiate_Jump(UObject* O); \
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static void Execute_Initiate_ReloadWeapon(UObject* O); \
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static bool Execute_IsDeadOrDying(UObject* O); \
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static bool Execute_IsFirstPerson(const UObject* O); \
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static void Execute_Notify_CycleWeapon(UObject* O); \
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static void Execute_Notify_ReloadWeapon(UObject* O); \
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static void Execute_WeaponReplicated(UObject* O); \
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virtual UObject* _getUObject() const { return nullptr; }
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#define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Interfaces_PlayerInterface_h_14_PROLOG
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#define FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Interfaces_PlayerInterface_h_22_GENERATED_BODY \
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PRAGMA_DISABLE_DEPRECATION_WARNINGS \
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public: \
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FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Interfaces_PlayerInterface_h_17_RPC_WRAPPERS_NO_PURE_DECLS \
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FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Interfaces_PlayerInterface_h_17_CALLBACK_WRAPPERS \
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FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Interfaces_PlayerInterface_h_17_INCLASS_IINTERFACE_NO_PURE_DECLS \
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private: \
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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class UPlayerInterface;
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// ********** End Interface UPlayerInterface *******************************************************
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#undef CURRENT_FILE_ID
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#define CURRENT_FILE_ID FID_FPSTemplate_5_4_or_5_5_Source_FPSTemplate_Public_Interfaces_PlayerInterface_h
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PRAGMA_ENABLE_DEPRECATION_WARNINGS
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