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40 lines
1.3 KiB
C++
40 lines
1.3 KiB
C++
#pragma once
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#include "CoreMinimal.h"
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#include "AttributeSet.h"
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#include "AbilitySystemComponent.h"
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#include "CogSampleFunctionLibrary_Gameplay.h"
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#include "CogSampleAttributeSet_Misc.generated.h"
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UCLASS()
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class UCogSampleAttributeSet_Misc : public UAttributeSet
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{
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GENERATED_BODY()
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public:
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friend struct FCogSampleDamageStatics;
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UCogSampleAttributeSet_Misc();
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ATTRIBUTE_ACCESSORS(UCogSampleAttributeSet_Misc, Scale);
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UFUNCTION()
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virtual void OnRep_Scale(const FGameplayAttributeData& PrevScale);
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virtual void GetLifetimeReplicatedProps(TArray<class FLifetimeProperty>& OutLifetimeProps) const override;
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virtual void PreAttributeChange(const FGameplayAttribute& Attribute, float& NewValue) override;
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virtual void PostAttributeChange(const FGameplayAttribute& Attribute, float OldValue, float NewValue) override;
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virtual void PreAttributeBaseChange(const FGameplayAttribute& Attribute, float& NewValue) const override;
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virtual void PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data) override;
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private:
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UPROPERTY(BlueprintReadOnly, Category = "Scale", ReplicatedUsing = OnRep_Scale, meta = (AllowPrivateAccess = "true"))
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FGameplayAttributeData Scale;
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void ClampAttributes(const FGameplayAttribute& Attribute, float& NewValue) const;
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};
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