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60 lines
3.0 KiB
C++
60 lines
3.0 KiB
C++
#include "CogSampleTagLibrary.h"
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UE_DEFINE_GAMEPLAY_TAG(Tag_Ability_Activation_Fail_Cooldown, "Ability.Activation.Fail.Cooldown");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Ability_Activation_Fail_Cost, "Ability.Activation.Fail.Cost");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Ability_Cooldown_1, "Ability.Cooldown.1");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Ability_Cooldown_2, "Ability.Cooldown.2");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Ability_Cooldown_3, "Ability.Cooldown.3");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Ability_Cooldown_4, "Ability.Cooldown.4");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Ability_Cooldown_5, "Ability.Cooldown.5");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Ability_Cooldown_6, "Ability.Cooldown.6");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Ability_Cooldown_7, "Ability.Cooldown.7");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Ability_Cooldown_8, "Ability.Cooldown.8");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Alignment_Negative, "Effect.Alignment.Negative");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Alignment_Positive, "Effect.Alignment.Positive");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Data_Amount, "Effect.Data.Amount");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Data_Cooldown, "Effect.Data.Cooldown");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Data_Cost, "Effect.Data.Cost");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Data_Damage, "Effect.Data.Damage");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Data_Heal, "Effect.Data.Heal");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Type_Damage_Kill, "Effect.Type.Damage.Kill");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Type_Heal_Full, "Effect.Type.Heal.Full");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Type_Heal_Revive, "Effect.Type.Heal.Revive");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Type_Cost_Free, "Effect.Type.Cost.Free");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Type_Cost_Overtime, "Effect.Type.Cost.Overtime");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Type_Cost_Stamina, "Effect.Type.Cost.Stamina");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Dead, "Status.Dead");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Ghost, "Status.Ghost");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Immobilized, "Status.Immobilized");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Immune_Damage, "Status.Immune.Damage");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Revived, "Status.Revived");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Silenced, "Status.Silenced");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Status_NoCooldown, "Status.NoColdown");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Status_NoCost, "Status.NoCost");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Stunned, "Status.Stunned");
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UE_DEFINE_GAMEPLAY_TAG(Tag_GameplayEvent_Killed, "GameplayEvent.Killed");
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UE_DEFINE_GAMEPLAY_TAG(Tag_GameplayEvent_Revived, "GameplayEvent.Revived");
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UE_DEFINE_GAMEPLAY_TAG(Tag_MontageEvent_Cast_Begin, "MontageEvent.Cast.Begin");
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UE_DEFINE_GAMEPLAY_TAG(Tag_MontageEvent_Cast_End, "MontageEvent.Cast.End");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Unit_Hero, "Unit.Hero");
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UE_DEFINE_GAMEPLAY_TAG(Tag_Unit_Creature, "Unit.Creature");
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TArray<FGameplayTag> FCogSampleTagLibrary::ActiveAbilityCooldownTags =
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{
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Tag_Ability_Cooldown_1,
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Tag_Ability_Cooldown_2,
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Tag_Ability_Cooldown_3,
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Tag_Ability_Cooldown_4,
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Tag_Ability_Cooldown_5,
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Tag_Ability_Cooldown_6,
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Tag_Ability_Cooldown_7,
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Tag_Ability_Cooldown_8,
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}; |