Files
Cog/Source/CogSample/CogSampleTagLibrary.cpp
T
2023-10-05 01:54:26 -04:00

30 lines
1.5 KiB
C++

#include "CogSampleTagLibrary.h"
UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Alignment_Negative, "Effect.Alignment.Negative");
UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Alignment_Positive, "Effect.Alignment.Positive");
UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Data_Amount, "Effect.Data.Amount");
UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Data_Damage, "Effect.Data.Damage");
UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Data_Heal, "Effect.Data.Heal");
UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Type_Damage_Kill, "Effect.Type.Damage.Kill");
UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Type_Heal_Full, "Effect.Type.Heal.Full");
UE_DEFINE_GAMEPLAY_TAG(Tag_Effect_Type_Heal_Revive, "Effect.Type.Heal.Revive");
UE_DEFINE_GAMEPLAY_TAG(Tag_GameplayEvent_Killed, "GameplayEvent.Killed");
UE_DEFINE_GAMEPLAY_TAG(Tag_GameplayEvent_Revived, "GameplayEvent.Revived");
UE_DEFINE_GAMEPLAY_TAG(Tag_MontageEvent_Cast_Begin, "MontageEvent.Cast.Begin");
UE_DEFINE_GAMEPLAY_TAG(Tag_MontageEvent_Cast_End, "MontageEvent.Cast.End");
UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Dead, "Effect.Status.Dead");
UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Ghost, "Effect.Status.Ghost");
UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Immobilized, "Effect.Status.Immobilized");
UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Immune_Damage, "Effect.Status.Immune.Damage");
UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Revived, "Effect.Status.Revived");
UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Silenced, "Effect.Status.Silenced");
UE_DEFINE_GAMEPLAY_TAG(Tag_Status_Stunned, "Effect.Status.Stunned");
UE_DEFINE_GAMEPLAY_TAG(Tag_Unit_Hero, "Unit.Hero");
UE_DEFINE_GAMEPLAY_TAG(Tag_Unit_Creature, "Unit.Creature");